Defender Game

Defender Game Average ratng: 5,9/10 8806 votes

Defense Games. Defense Games Related Categories Building, Tower Defense, City, Fantasy, MMO. Featured Game. 95: 18M: Havoc and corruption swarms through the land, and you are one of those few wizards who can put an end to it. Create and combine magic gems, put them into your towers and banish the monsters back to hell! Play Superhero Squad Stark Tower Defense game online. Known as Super Hero Squad, these heroes are from the Avengers and many other super groups, but from a para Play fun online games for kids at HeroesArcade.com.

Become a force to be reckoned with in Bullet Force! It's an awesome first-person shooter game that will let you go into battle against soldiers, snipers, and other fearless combat veterans.Will you be able to hold your own in this? The other gamers will show you no mercy. Join a match and team up with a squad in a prison, the rooftops of a city, the inside of an office building, and more.You’ll need to hunt down and eliminate your enemies with everything from sniper rifles and machine guns to grenades and pistols. Fight your way to the top of the leaderboard, earn tons of silver, and prove you've got what it takes to become an elite warrior. How to Play Bullet Force?Bullet Force is a thrilling where you team up with other players in a series of fights to the finish. Join a match and see if you can wipe out all of your enemies on the other squad.

Game ControlsKeyboard. PRESS W, A, S, or D to walk or run. PRESS THE SPACEBAR to jump.

PRESS R to reload. PRESS C to crouch. PRESS G to toss a grenade.

PRESS 2 to change your weapon. PRESS ENTER to respawn.Mouse. USE THE MOUSE to aim your weapon. LEFT CLICK to shoot.What are the Tips and Tricks for Bullet Force?. Memorize the layouts of the maps to look for hiding places and great spots to launch an assault. Customize your loadouts so you have the ideal weapons, features, and more.

Use the UAV to your advantage. It will show you where all the players are on the map for 20 seconds. There's also the Counter-UAV which can be used to block other players' UAV abilities.Similar GamesLooking for more online or? Try these ones!.Who Developed Bullet Force?Bullet Force was designed by Blayze Games, a game development company based in Utah. Can I Play Bullet Force on Mobile?Bullet Force is also available on the or you can get it on.

Those aren't normal sheep, they're fierce monsters and some of them even have spikes! Can you defeat them and their fiendish friends in Defend Home?These monsters will not stop until they’ve invaded your home turf. That's why you'll need to fight them with everything you've got in this. Upgrade your warriors and turn them into powerful archers while you earn gold and useful upgrades.

These relentless beasts won’t know what hit them when you hurl a deadly ice storm or a flaming comet at their heads!Looking for other awesome? If so, you should try.

Game Controls. USE THE MOUSE to make strategic decisions. LEFT CLICK to merge warriors, use special weapons, and more!About the Game DeveloperDefend Home was released by Azerion, a gaming company based in the Netherlands. Humanity is on the verge of extinction in Yorg.io 3. It’s the latest version of the popular series.

A full-fledged zombie epidemic is ravaging the entire country. Will you be able to prevent the undead from turning you into their next meal?Your fight for survival will begin with a search for raw materials. You’ll need as many crystals and other supplies as you can find to build awesome towers that will hold back all those zombies. You’ll also have to construct factories to make even better resources that will help you stay alive. Those monsters won’t know what hit them once you put the finishing touches on a cannonball factory!Would you like to play other exciting or tower defense games? If so, try, or Zombie Tower Defense: Reborn. Game Controls.

LEFT CLICK to construct buildings and make other important decisions.About the Game DeveloperThis game was made by the designer Tobias Springer, and it was released by Azerion. Waves of enemies are on their way and the fate of the tower is in your hands! OK, it might not be a literal tower (but often it is).

It could, alternatively, be a military base, a temple, your acorn tree, your garden, or even your boyfriend. If you can defend a tower from tons of angry orcs, surely you can protect him from a gang of jealous girls! Take on rabbits and other critters, big boats, zombies, Santa's evil brother, or some seriously bad beings in worlds ranging from the wacky to the fantastical to the dark-and-gritty.

From cartoons to sci-fi to magic-wielding wizardry, fans of all types of game realities will feel right at home here. Some of these titles will be more exciting for military or horror fans, while others are made for players who want to keep their defense and strategy skills honed in cute and whimsical ways. Find all sorts of cool tower-defense title among the 150+ challenges here, saving any games you particularly like to your account favorites for later. New ones are added to this category all the time. Just be sure to keep checking back here to discover new favorites!

. Eugene Jarvis. Larry DeMar. Sam Dicker.

Paul Dussault,ReleaseMarch 1981Mode(s), 2 players alternatingStandard, cocktail@ 1MHzSoundM6808 @ 894.75 KHzDisplay, 292×240 pixels, 16 colorsDefender is an developed and released by in 1981. A horizontally scrolling, the game is set on an unnamed planet where the player must defeat waves of invading aliens while protecting astronauts. Development was led by, a pinball programmer at Williams; Defender was Jarvis' first video game project and drew inspiration from and.Defender was one of the most important titles of the, 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' best contributions to the and one of the most difficult video games. Though not the first game to scroll horizontally, it created the genre of purely horizontal scrolling shooters.

It inspired the development of other games and was followed by sequels and many imitations.Several ports were developed for contemporary game systems, most of them by either or its software label for non-Atari platforms,. The spaceship (upper right) flies along the planet surface to protect humans from capture.

The entirety of the playable area is shown on a (top center).Defender is a two-dimensional shooting game set on the surface of an unnamed planet. The player controls a spaceship as it navigates the terrain, flying either to the left or right. A joystick controls the ship's elevation, and five buttons control its horizontal direction and weapons. The object is to destroy alien invaders, while protecting astronauts on the landscape from abduction. Humans that are abducted return as mutants that attack the ship.

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. Players are allotted three ships to progress through the game and are able to earn more by reaching certain scoring benchmarks. 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. A pinball programmer at the time, headed development of Defender.Defender was Williams Electronics' first attempt at developing a new video game; the company's earlier game was a clone. The popularity of coin-operated arcade games in 1979 spurred the company to shift its focus from pinball games to arcade games. The company chose Eugene Jarvis, who had a successful record of Williams pinball games, to head development., Sam Dicker, and Paul Dussault assisted Jarvis.

At the time, Williams had a small staff and the management was unfamiliar with technology used for its electronic games. As a result, the staff was afforded a large amount of creative freedom. Initial development Space was a popular setting for video games at the time, and Jarvis felt the abstract setting would help obscure simple graphics that lacked realism.

Initially, Jarvis spent 3–4 months developing color variations of 's and 's. First inspired by Space Invaders, he created a similar game with new gameplay mechanics. After spending a few weeks on the design, however, the team abandoned the idea, believing it lacked enjoyment. Development then shifted to emulating Atari's Asteroids, but hardware differences between Asteroids and Defender 's proposed specifications were problematic. Asteroids displays on a special monitor, while the staff planned to use pixel graphics on a conventional monitor. The team experimented with recreating the game with pixel graphics, but also abandoned it because they felt the gameplay lacked enjoyment and visual appeal.Believing their 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 effect. They felt a game that allowed the player to fly off the screen would be exciting, and decided to create a game world larger than the screen displayed.

The game's environment was made longer than the screen, with the visible area scrolling horizontally. Expanding on the idea, they envisioned a version of Space Invaders rotated 90. By changing the orientation of Space Invaders ' design, the ship moved up and down while flying horizontally. Large asteroids, an element from Asteroids, were then added to the game world, but were later removed because the staff felt it lacked enjoyment.

Jarvis intended the screen to scroll only from left to right; fellow Williams employee, however, convinced him the game should be able to scroll in either direction. I had this whole justification for why you were there and what you were doing. A lot of games fall short. They just put you there, and all of a sudden you're beating people up and you start to wonder. 'Why am I beating these people up?' There was actually an old TV show called about attorneys back in the 1960s, and I kind of liked that show.

You know, if you're defending something, you're being attacked, and you can do whatever you wanted.Eugene Jarvis on the premise and name of DefenderAfter six months of development, the team felt the game had not made enough progress. They examined other games and concluded that survival was a necessary component to implement. To achieve this, they devised enemies to present a threat, the first of which was the 'Lander'. Jarvis enjoyed violent, action entertainment, and wanted the game to have those elements.

However, he felt the action should have a reasonable objective. Inspired by the 1960s television show, Jarvis titled the game Defender, reasoning that the title helped justify the violence. He added astronauts to expand on the space theme and give players something to defend while they shot enemies. 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. Later development By July, development was behind schedule and Jarvis's superior began to pressure him to finish the game in time for a then-upcoming trade show, the AMOA, in September. Jarvis spent several weeks creating the astronauts, which his boss felt should be omitted if the process didn't speed up.

The pressure frustrated him to the point he considered resigning. Around that time, a new programmer named Sam Dicker was hired. He assisted in programming the game and added visual and audio effects. For example, Dicker implemented a particle effect to generate unique explosions for destroyed enemies. The new elements re-invigorated Jarvis, who felt the project began to show promise.Development then shifted focus to the enemies. Landers were given the ability to capture humans, and a new enemy was devised from the mechanic: 'Mutants', captured humans that had turned hostile. The Mutants added a rescue element to the game that Jarvis believed made it more interesting to players and encouraged them to continue playing.

The element of making a 'comeback' from a dire situation was applied to the planet as well. Jarvis felt it mimicked the ups and downs of real life. 'Bombers', enemies which release floating bombs on the screen, were added next. More enemies were added to create different gameplay elements. 'Swarmers' and 'Pods' were designed to attack the spaceship as opposed to the astronauts.

'Baiters' were included to add pressure to the player by preventing them from lingering. The enemies quickly follow the spaceship to collide with it, and were based on a similar enemy in Asteroids.By September, the game was still unfinished, and almost every Williams programmer assisted in meeting the deadline for the AMOA trade show.

The evening before the trade show, the arcade cabinets were delivered for display. The developers, however, forgot to create an —an automated sequence designed to entice an audience to play—for the game, and began working on it that night. Early the next morning, the team created the final chips for the mode and installed them in cabinets. The chips, however, did not work and the designers made additional attempts to correct the problem. Once the attract mode was operational, Jarvis and the team returned to their homes to prepare for the show.

After the show, the developers expanded the game to allow users to play indefinitely. The display model featured five levels, which the team felt was more than enough because of the game's difficulty. Most Williams employees could not progress past the third level and Jarvis's score of 60,000 points seemed unbeatable to them. The developers decided it was best to be prepared for players that might exceed their expectations and added more levels that repeated. Hardware The game features amplified sound and on a. A handles the graphics and gameplay, while a microprocessor handles the audio.

A pack of three provide power to save the game's settings and high scores when the machine is unplugged from an electrical outlet. The cabinet artwork is stenciled on the wooden frame.Development started by focusing on the game's hardware. The staff first debated what type of monitor to use: black-and-white or color. They reasoned that using advanced technology would better establish them as good designers and chose a color monitor. The developers estimated that the game would require 4 colors, but instead chose hardware that could display each pixel in 16 colors.

Game

At the time, the designers believed that was more than they would ever need for a game. The monitor's resolution is 320×256, an expansion from the then-industry standard of 256×256. The staff believed that the wider screen provided a better aspect ratio and would improve the game's presentation.

Video games at the time relied on hardware to animate graphics, but the developers decided to use software to handle animation and programmed the game in. The switch allowed them to display more on-screen objects at a lower cost.The game's control scheme uses a two-way joystick and five buttons. Jarvis designed the controls to emulate both Space Invaders and Asteroids simultaneously. The player's left hand manipulates the joystick similar to Space Invaders and the right hand pushes buttons similar to Asteroids. The button functions also use a similar layout to Asteroids, with the button to shoot projectiles and accelerate on the far right and left, respectively. Jarvis reasoned that players were accustomed to the control schemes of past games, and felt altering past designs would prove difficult for them.

Reception The game was slow to gain popularity, not attracting much attention at the 1980 AMOA show. In retrospect, Jarvis believed many passersby were intimidated by its complexity.

The game, however, was well-received in arcades, and crowds gathered around the cabinet during its first nights of play testing. The success spurred Williams to release a cocktail version as well. Defender eventually became Williams' best-selling arcade game, with over 55,000 units sold worldwide.

It has become one of the highest grossing arcade games ever, earning over 1 billion.Six months after its release, the game was one of the top earners in the United States video game industry. Mark Stearny of JoyStik magazine called Defender the most successful game in 1981, commenting that it outperformed. Co-designer Larry Demar was surprised by the game's popularity. At the time of its release, Stan Jarocki, director of marketing at then-competitor, described the game as 'amazing'.in 1983 wrote that it 'remains one of the hardest arcade games ever developed.

Initial attempts lasting less than ten seconds are not uncommon for novices.' Ed Driscoll reviewed the version of Defender in No. Driscoll commented that 'All in all, if you want a good game for your Atari, this qualifies. Defender lovers have a few gripes, but I would recommend this one to any VCS owner.' The port won the 'Best Science Fiction/Fantasy Videogame' category in the 1983 Arcade Awards.In 1983 Softline readers named the version fifth on the magazine's Top Thirty list of Atari programs by popularity. The magazine was more critical, however, stating that 'The game's appeal does not justify its unreasonable cost' of being shipped on.

Of Video & Arcade Games said in 1983 that the version was 'a substantial challenge to the most seasoned space gamers'. Retrospective ranked the arcade version as number 13 on their 1996 'Top 100 Games of All Time', saying that its balanced difficulty makes gamers keep coming back for more instead of giving up.

In 2008, listed it as the number six arcade game in technical, creative, and cultural impact. That same year, rated the game number ten on their list of 'Top 25 Arcade Games', citing it as a technical achievement and a difficult title with addictive gameplay. Also in 2008, ranked Defender the sixth best game from the 1980s. The editors described its design as very 'elegant' despite a lack of narrative and characters.' S David Cuciz lauded Defender 's challenging gameplay, commenting that it is representative of what other games should be. He described the graphics as 'beautiful', citing the varied sprites and flashing explosions. Matt Barton and Bill Loguidice of stated the audio-visuals and gameplay's depth balanced the excessive difficulty.

They praised the game's 'catch and rescue' feature, as well as the mini-map. Cuciz also praised the mini-map, stating that the game is impossible without it and that it allows players to plan strategies.

Author John Sellers praised the audio-visuals and the connection between the game's plot and gameplay.GameDaily in 2009 rated Defender the ninth most difficult game, citing the attack and rescue gameplay. Author called it 'one of the toughest games in arcade history'. He also stated that novice players typically are able to play only a few seconds, and that enthusiasts saw proficiency at the game as a 'badge of honor'. David Cuciz echoed similar comments. Sellers described Defender's difficulty as 'humbling', saying that few could play it with proficiency.

He further stated, however, that players would continue to play despite the difficulty. Author David Ellis attributes the game's success to its challenging design.

Its difficulty is often attributed to its complex control scheme. Edge magazine called Defender 'one of the most difficult-to-master' games, describing its controls as 'daunting'. Impact and legacy Players have competed to obtain the highest score at the game and the longest play time on a single credit. Competitive playing for the longest play time was popularized by Mario Suarez from Atlantic City, who played Defender for over 21 and a half hours in 1982 at the Claridge Casino Hotel in Atlantic City.

It was authenticated by the facility and the many witnesses that watched along with the press of Atlantic City; the media attention spurred other players to attempt the same feat. Expert players exploited to extend the length of their play time. Defender was the focus of the first video game contest. Players in 32 cities simultaneously competed on the weekend of April 3–4, 1982.

Rick Smith was the victor with a score of 33,013,200 which took 38 hours. One bug, related to how the game keeps track of scoring, allows players to earn a large number of 'extra lives'.

Players can then use the extra lives to leave the game unattended while they rest. Other bugs allow the ship to avoid damage from the enemies, also prolonging the length of play.Professor Jim Whitehead listed Defender as the first horizontally scrolling shooting game, and describes it as a breakthrough title for its use of full 2D motion, multiple goals, and complex gameplay that provides players with several methods to play. James Hague of Dadgum Games called Defender a landmark title from the 1980s. Stearny said that the game's use of scrolling helped remove design limitations associated with the screen. Cuciz stated that Defender 's use of scrolling introduced the 'first true 'gaming environment'. He further said that though the game's mini-map feature had been introduced before, Defender integrated it into the gameplay in a more essential manner.

Stearny described it as the most important space game in the early 1980s. He commented that its realism and technological advances pushed developers to create more popular games, citing and as examples. Vince listed the game as a classic title that introduced new technology, specifically scrolling. Ellis stated that prior to Defender, companies designed video games to have a balanced challenge.

They believed games should be easy enough to attract players, but difficult enough to limit play time to a few minutes; anything too challenging would dissuade players. Loguidice and Barton commented that Defender 's success, along with, illustrated that video game enthusiasts were ready for more difficult games, which spurred developers to create more complex game designs.Jarvis's contributions to the game's development are often cited among his accolades. Author John Vince considered him as one of the originators of 'high-action' and 'reflex-based' arcade games, citing Defender 's gameplay among other games designed by Jarvis. Ellis stated that Jarvis established himself as an early 'hard-core' designer with Defender. In 2007, IGN listed Eugene Jarvis as a top game designer whose titles ( Defender, Robotron: 2084 and ) have influenced the video game industry. Barton and Loguidice stated that the game helped establish Williams and Jarvis as key figures in the arcade game industry. Sellers echoed similar comments.

After the success of Defender, Williams expanded their business by building a new facility and hired more employees. Before the expansion, Jarvis could work in isolation. But the influx of people created an environment he was unhappy with. He left Williams along with DeMar to found their own development company,. The company served as a consulting firm to Williams and developed two games for them.

Remakes and sequels. A 2002 remake with the same name has gameplay elements similar to the original, but with 3D graphics.The success of Defender prompted Williams to approach, who originally wanted to create a new game. DeMar, however, suggested creating an enhanced version of Defender to meet Williams' four-month deadline. Vid Kidz titled the game, and developed it as a sequel to Defender.

It features new elements and improved the original's performance. Some home ports of Stargate were released under the title Defender II for trademark purposes.Williams released a Defender-themed pinball machine in 1982. It has many elements from the original game: sound effects, enemies, waves, and weapons. Williams produced fewer than 400 units.Midway's 1991 is an arcade update to Defender in the same way that is an update to. Jarvis and DeMar assisted with the game, but it was not widely distributed.Atari Corporation released in 1995 for the. It was written by, who had previously updated as.A, published simply as Defender, uses and a third-person viewpoint. It was released for the, and.Emulated versions of Defender have been included in home compilations such as.Influenced games and clones Home games that copied Defender 's design include (1981) and (1983) for the Apple II, (1981) for the TRS 80 Model III, Defender 64 (1983) and Guardian (1984) for the Commodore 64, (1983) for the ZX Spectrum, (1984) for the Atari 8-bit family, and for the BBC Micro Defender (1982) was renamed to Planetoid (1984) to avoid litigation.

It influenced 's Andes Attack for the VIC-20 home computer, and later his bigravitational.Other games built upon the core concept of protecting people or vehicles along the ground in a horizontally scrolling world, such as for the Atari 8-bit family, for the Atari 2600, and, all three of which were released in 1982.Cultural references The game has been referenced in music: 's song 'Down At The Arcade' on his 1984 album, 's song 'Defender' on their 1982 album, 's song 'The Defender' on their 1982 album, and the ' song ' on their 1998 album. Rapper mentions Defender in the chorus of his anthemic song 'Never Give Up' from his 2008 album,. Other artists to have used sound effects from Defender include (on 'Mt Saint Michel + Saint Michaels Mount' and 'Bucephalus Bouncing Ball'), and (used to censor swearing on the clean version of 'My Generation'). The game was featured prominently and somewhat incongruously in the music video for the song '.In 2004, authored a novel called 'Hyperswarm' based on the video game.The game is used as a in the, where is playing the game despite being told not to.Notes. March 7, 1981. P. 40.

^ Kent, Steven (2001). 'The Golden Age (Part 1: 1979–1980)'. The Ultimate History of Video Games.

Pp. 144–147. ^ Craig Glenday, ed. P. ^ Stearny, Mark (September 1982). 'The Evolution of Space Games: How We Got From Space Invaders to Zaxxon'. JoyStik (1): 8–29. ^ Sellers, John (August 2001).

Arcade Fever: The Fan's Guide to The Golden Age of Video Games. Pp. 50–53. ^ James Hague, ed. Dadgum Games. Retrieved 2009-12-06. ^ Barton, Matt; Bill Loguidice (2009-07-14). Retrieved 2009-12-06.

^ (2003-11-18). Level/area: The Inside Story On Defender. ^ 'The Making of Defender'. October 2008. Pp. 34–39. 'Interview: Eugene Jarvis'. JoyStik (1): 7.

September 1982. ^ Cuciz, David (May 2001). Retrieved 2009-12-06. Retrieved 2009-12-06. ^ Ellis, David (2004).

Pp. 'Twin Galaxies Record Breakers'. P.

^ Bang, Derrick (May–Jun 1983). Computer Gaming World. Retrieved 28 July 2014. ^ Driscoll, Ed (November 1982). 'Capsule Reviews'. (57): 32.

Katz, Arnie; Kunkel, Bill (January 1983). '1983 Arcade Awards'. Electronic Games. 1 (11): 22. Retrieved 28 July 2014.

(Spring 1983). Creative Computing Video & Arcade Games. P. 46. 'Top 100 Games of All Time'. September 1996.

P. 66. Retro Gamer Staff (September 2008). P. 68. ^ Edge Staff (2008-03-23).

Archived from on 2013-01-15. Retrieved 2009-12-06. Retrieved 2014-03-09.

Archived from on 2008-02-16. Retrieved 2009-10-26. (Press release). Funspot Family Entertainment Center. Retrieved 2009-10-28.

Skow, John; Peter Ainslie;; Steven Holmes (1982-01-18). 'Games That Play People'. Vol. 119 no. 3. Twin Galaxies Forum. Retrieved 12 April 2018. 4 September 2014.

Retrieved 12 April 2018. Whitehead, Jim (2007-01-29). Archived from (PDF) on 2011-06-29. Retrieved 2009-12-06. ^ Vince, John (2002).

Handbook of Computer Animation. Pp. 1–2. Loguidice, Bill; Matt Barton (2009-08-04). Retrieved 2009-10-15. Maragos, Nich (2005-02-17). Retrieved 2009-05-12.

^ IGN Staff (2007-07-24). Retrieved 2009-03-16. ^ Campbell, Stuart (January 2008). 'A Whole Different Ball Game'.

Llamasoft Baachive. (1982). Album: Song: Defender. Roadster Records.

(1982). Album: Song: The Defender. (1998-07-14). Album: Song:. lolymaslol (9 September 2010). Retrieved 12 April 2018 – via YouTube.

Retrieved May 1, 2015.External links. Project aura 2. at Coinop.org. can be played for free in the browser at the. for the Atari 2600 at Atari Mania. for the Atari 8-bit family at Atari Mania.