| Defender | |
|---|---|
![]() Flyer showing the title screen on the upright arcade cabinet. At the bottom are the joystick and buttons. | |
| Developer | Williams Electronics |
| Publishers | Arcade Ports Atari, Inc. Atarisoft |
| Designers | |
| Programmers |
|
| Series | Defender |
| Platform | |
| Release | |
| Genre | Scrolling shooter |
| Modes | Single-player, multiplayer |
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.[9][10][11][12]
Development
Defender was Williams Electronics' first attempt at developing an original video game; the company's earlier game was a Pong clone.[9] The popularity of coin-operated video games in 1979 spurred it to expand beyond pinball games.[13] The company chose Eugene Jarvis, who had a successful record of Williams pinball games, to head development.[9] Additionally, the release of Taito's Space Invaders in 1978 inspired Jarvis to pursue arcade game development.[14] Larry DeMar, Sam Dicker, and Paul Dussault assisted Jarvis.[15]
Development began around October 1979.[16] 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.[9] 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.[13] They used a Motorola EXORciser computer to developer the game's program.[17]
Early designs and conception
Initially, Jarvis spent 3–4 months developing color variations of Space Invaders and Atari, Inc.'s Asteroids.[17] Space was a popular setting for video games at the time, and Jarvis felt the abstract setting would help obscure simple graphics.[9] 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. Believing this design to be a poor recreation and visually unappealing, they abandoned it as well.[18]
The developers then held brainstorming sessions because they considered their first attempts too derivative. During a session, they agreed that one of Asteroids's favorable elements was its wraparound screen effect.[18] 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.[9][18] 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.[18] 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.[9][18][19]
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 The Defenders 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.
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".[18] Jarvis enjoyed violent, action entertainment, and he wanted to include those elements but felt the action should have a reasonable objective.[9][19] Inspired by the 1960s television show The Defenders, Jarvis titled the game Defender, reasoning that the title helped justify the violence.[9][14] He added astronauts to expand on the space theme and give the player something to defend while shooting enemies.[9][18] 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.[14] 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.[18][20]
The element of flying over a planetscape was added after a brainstorming session between Jarvis and Ritchie.[19] The landscape is depicted as a line only a pixel wide, primarily because the hardware was not powerful enough to generate anything more detailed.[18] The background stars' movements were made slower than the ship in order to create a sense of depth.[14]
Refinement and completion
By July, development was behind schedule and Jarvis's supervisor pressured him to finish the game to display at the then-upcoming Amusement & Music Operators Association (AMOA) trade show in September. Jarvis spent several weeks creating the astronauts, which his boss wanted to omit if the process didn't hasten. The pressure frustrated Jarvis to the point he considered resigning. Around that time, Sam Dicker was hired as a new programmer.[9] He assisted in programming the game and added audiovisual effects.[9][18] Dicker implemented a particle effect algorithm to generate unique explosions when enemies were destroyed.[18] The new elements re-invigorated Jarvis, who felt the project began to show promise.[9]
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 that Jarvis believed made the game more interesting and would encourage the player to continue playing. He applied the element of making a "comeback" to the planet and restored it and the humans after surviving five waves following the planet's destruction; 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 ship rather than the astronauts. "Baiters" were included prevent the spaceship from lingering and add pressure to the player. Based on a similar enemy in Asteroids, Baiters quickly follow the ship to collide with it.[18]
Defender remained unfinished by September, and almost every Williams programmer assisted with meeting the deadline for the AMOA trade show.[9][21] The evening before the trade show, the arcade cabinets were delivered for display.[17] However, the developers realized they had not created an attract mode to entice an audience and a high score system. After measuring how much space was available in the system's random-access memory to patch the program, they began working on those components that night. DeMar coded the attract mode, Dussault and Dicker created the high score table, and Jarvis playtested and fixed bugs. Early the next morning, the team created the final EPROM chips and installed them in a prototype board. As they improperly installed the chips, the game did not start and soon caught fire. After diagnosing the issue, the team created a new set of EPROMs and successfully activated the prototype.[22] Once the components were operational, the team returned to their homes to prepare for the show.[12][22]
After the AMOA trade show, the developers expanded the game to allow users to play indefinitely. The display model included 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.[17] While they believed it unlikely, the developers added more levels that repeated in order to be prepared for players that might exceed their expectations;[17][22] they felt the game would be boring after level five otherwise.[22]
Hardware

The game features amplified monaural sound and pixel graphics on a CRT monitor.[23] The machine consists of five circuit boards that coordinate different processes required to operate the game: a main central processing unit (CPU), a read-only memory (ROM) board, a soundboard, an interface controller board, and the power supply.[24] A Motorola 6809 microprocessor acts as the CPU to execute the game code and assemble the graphics to display on the screen, while a Motorola 6800 microprocessor handles the audio.[23][24] A pack of three AA batteries 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.[25]
When planning the hardware specifications, the staff first debated whether to use a black-and-white or color monitor. They chose a color monitor, reasoning that advanced technology would better establish them as good designers. The team estimated that the game would require 4 colors but chose hardware that could display each pixel in 16 colors. At the time, they believed this was more than they would ever need for a game.[9] 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 presentation.[18] 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 assembly language.[13][18] The switch allowed them to display more on-screen objects with less processing power.[18]
The game's control scheme uses a two-way joystick and five buttons. Jarvis designed the controls to emulate both Space Invaders and Asteroids. The player's left hand moves the joystick similar to Space Invaders while the right hand presses buttons like Asteroids; the buttons that shoot projectiles and accelerate use a layout that mimics Asteroids's design. Jarvis reasoned that players were accustomed to the control schemes of past games and felt deviating from those designs would be difficult for them.[18] Wico Corporation manufactured the joysticks for the production model of the arcade cabinets.[26]
Release
In preparation of Defender's release, Williams filed copyright and trademark requests for individual components of the game. The company registered the cabinet artwork with the United States Copyright Office on December 3, 1980.[27] Williams then filed a trademark request for the video game title with the United States Patent and Trademark Office on December 8, 1980.[28] A few days later, it registered Defender's program with the US Copyright Office.[29] Williams later registered copyrights for the game's audiovisuals in both the attract and play modes in March 1981.[16][30][31]
The game was slow to gain popularity,[10] not attracting much attention at the 1980 AMOA show.[9][15][21] In retrospect, Jarvis believed many passersby were intimidated by its complexity. The game was well received in arcades, and crowds gathered around the cabinet during its first nights of play testing.[12] The success spurred Williams to release a cocktail version as well.[17] Defender eventually became Williams' best-selling arcade game, with over 55,000 units sold worldwide.[9][17][25] When exporting Defender to Japan, Williams licensed it to Taito. While the program and language remained unchanged, the control panel was altered. Instructions in Japanese were affixed to the panel and the reverse button was embedded in the top of the joystick. Taito released the cocktail-table cabinet as T.T. Defender to indicated it was a "table-top" version.[32] Defender has sold 70,000 arcade units as of 2020.[33]
Ports
Defender was ported to several video game consoles and home computers.[34] Atari, Inc. obtained exclusive rights to distribute the game on consoles.[35] The company first released Defender on its platforms in 1982. Bob Polaro converted the game to the Atari 2600, which released in June 1982.[36][37] Since the Atari 2600 game controller had a single button, Polaro adjusted the attack mechanism to change between firing a laser, launching a smart bomb, and activating hyperspace based on the ships height on the screen.[36][38] A port for the then-newly released Atari 5200 followed in November.[39] The company published a version programmed by Steve Baker on its Atari 8-bit computers that same year. Atari released ports on other systems through its Atarisoft label between 1982–1983. The company assigned the various ports to different programmers; for example, Peter Farson, Greg Omi, and Joseph Simko handled the conversions to the Intellivision, VIC-20, and Commodore 64 platforms, respectively.[40]
For platforms that did not receive ports, companies published unofficial clones that mimicked Defender's design.[34] Williams filed lawsuits against them, such as Mayday and Defense Command, citing copyright infringement.[41] Williams won against Artic International, who released Defense Command, in August 1982 in the United States Court of Appeals for the Third Circuit.[16]
Williams Entertainment[Note 1] has included Defender in several multi-platform compilations: the 1995 Arcade Classic compilation by Nintendo, the 1996 Williams Arcade's Greatest Hits, the 2000 Midway's Greatest Arcade Hits, the 2003 Midway Arcade Treasures, and the 2012 Midway Arcade Origins.[42][43][44][45][46][47][48] Many of the anthologies were created by Digital Eclipse, who used emulation to run the original source code. The company included Defender because of its high recognizability.[49] In 2000, a web-based version of Defender, along with nine other classic arcade games, were published on Shockwave.com, Macromedia's game portal that used its Shockwave platform.[50] Four years later, Midway Games[Note 2] also launched a website featuring the Shockwave versions.[51] Defender was ported to mobile phones in 2004.[34][52] THQ Wireless developed a mobile phone version for distribution to the major wireless carriers in the fourth quarter of 2004.[52] An unauthorized version was released earlier on Sony Ericsson phones. Midway filed a lawsuit against Sony Ericsson in June 2004 citing copyright infringement.[53]
Midway released an upgraded version on Xbox Live Arcade in November 2006 as part of Microsoft's "Xbox Live Arcade Wednesdays" campaign.[54] It featured enhanced visuals, online leaderboards, achievements, and multiplayer.[55] However, the game was abruptly removed from the online service in February 2010. Microsoft cited changes to the publisher rights.[56] Defender, along with many other Midway arcade games, appear in the 2016 Midway Arcade expansion of Lego Dimensions. The developer, Traveller's Tales, considered recreating them in Lego form but decided to present them in their original forms to maintain what they felt made the games good. Lego versions of Defender characters appear outside the emulated games in the expansion's virtual Lego world.[57] In 2021, the game joined other classic arcade games on the Antstream Arcade gaming platform.[58] It left the service in 2023 after the licensing agreement expired.[59]
Reception

Six months after its release, the game was one of the top earners in the United States video game industry.[17] On the 1981 arcade game charts, it topped the Play Meter arcade chart in August,[60] and the RePlay arcade charts for most months between March and November.[61][62][63][64] The annual Cash Box and RePlay arcade charts listed Defender as the second highest-grossing arcade game of 1981 in the US, below Pac-Man.[65] The AMOA later listed Defender among America's six highest-grossing arcade games of 1982.[66] In Japan, Defender was not as highly successful: it tied with Turbo and Galaxian as Japan's 18th highest-grossing arcade video game of 1981.[67] It became one of the highest grossing arcade games ever, earning over US$1 billion.[21][68]
In 1983, Softline wrote that Defender "remains one of the hardest arcade games ever developed. Initial attempts lasting less than ten seconds are not uncommon for novices".[69] In his 1981 video game guide How to Master the Video Games, Tom Hirschfeld reported "Mastering DEFENDER requires some perseverance, but most players find the effort worthwhile".[70]
Co-designer Larry Demar was surprised by the game's popularity.[9] At the time of its release, Stan Jarocki, director of marketing at then-competitor Midway Manufacturing, described the game as "amazing".[17]
Ed Driscoll reviewed the Atari 2600 version of Defender (where, due to its graphical limitations, was reformatted to a city setting rather than the planet setting of the original arcade version) in The Space Gamer No. 57.[71] 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".[71] The port won the "Best Science Fiction/Fantasy Videogame" category in the 1983 Arcade Awards.[72] Computer and Video Games later reviewed the game, giving it a 90% rating.[73] Atari sold just over 3 million copies of the VCS to retail in 1982, making it their second best-selling home video game of 1982 after Atari version of Pac-Man. However, sales of the game plunged to -68,993 copies the next year due to excessive returns during the Video game crash of 1983.[74]
In 1983, Softline readers named the port for the Atari 8-bit computers fifth on the magazine's top thirty list of Atari programs by popularity.[75] The magazine was more critical, stating that "the game's appeal does not justify its unreasonable cost" of being shipped on ROM cartridges.[69] David H. Ahl of Creative Computing Video & Arcade Games said that the Atari 5200 version was "a substantial challenge to the most seasoned space gamers".[76] Computer Games magazine reviewed the IBM PC conversion, giving it a mixed review. They said the "action is very fast" but "it becomes boring after a short time."[77]
Retrospective
GameSpy'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.[21] Matt Barton and Bill Loguidice of Gamasutra 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.[15] Cuciz also praised the mini-map, stating that the game is impossible without it and that it allows players to plan strategies.[21] Author John Sellers praised the audio-visuals and the connection between the game's plot and gameplay.[12]
Author Steven L. Kent 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".[9] David Cuciz echoed similar comments.[21] Sellers described Defender's difficulty as "humbling", saying that few could play it with proficiency. He further stated that players would continue to play despite the difficulty.[12] Author David Ellis attributes the game's success to its challenging design.[25] Its difficulty is often attributed to its complex control scheme.[10][12][15] Edge magazine called Defender "one of the most difficult-to-master" games, describing its controls as "daunting".[78]
Multiple publications have called Defender one the top video games released. In 1995, Flux magazine magazine staff ranked the arcade version 34th in their "Top 100 Video Games" feature, calling it "the ultimate side scrolling arcade shooter."[79] The next year, Next Generation editors placed it number 13 on their list of "Top 100 Games of All Time", saying that its balanced difficulty encouraged repeat play.[80] GamesMaster magazine staff listed Defender number five in a similar list that same year. They described the game as "one of the greatest shoot-'em-ups of all time."[81] In 1999, Next Generation listed Defender as number 23 on their "Top 50 Games of All Time", commenting that "despite exceptionally complicated controls, gamers fell in love at first sight."[82] Writing for GameSpot, Jeff Gerstmann inducted Defender into the website's list of the greatest games of all time in 2004.[83] In 2008, Guinness World Records listed it as the number six arcade game in technical, creative, and cultural impact.[10] That same year, Retro Gamer writers 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.[84] Also in 2008, Edge ranked Defender the sixth best game from the 1980s. The editors described its design as very "elegant" despite a lack of narrative and characters.[78]
In 2025, The Strong National Museum of Play inducted Defender into its World Video Game Hall of Fame.[85] Members of the Defender development team attended the induction ceremony, including team lead Eugene Jarvis. Jeremy Saucier of The Strong Museum said "Defender’s punishing gameplay raised the level of competition in arcades, and it was among the first games to truly separate dedicated players from more casual ones."[86]
Legacy
After the success of Defender, Williams expanded by building a new facility and hired more employees. Jarvis was able to work in isolation prior to the expansion, but the influx of people created an environment he was unhappy with.[13] Additionally, he was felt that corporate structures were "stuffy".[87] Despite Williams offering Jarvis a bonus for his work on Defender, he and DeMar left the company soon after to found their own development company, Vid Kidz.[13][87] The company served as a consulting firm to Williams and developed two games for it.[15]
Jarvis's contributions to the game's development are often cited among his accolades.[88][89] Vince considered him one of the originators of "high-action" and "reflex-based" arcade games, citing Defender's gameplay among other games designed by Jarvis.[90] Ellis said that Jarvis established himself as an early "hard-core" designer with Defender.[25] Barton and Loguidice stated that the game helped establish Williams and Jarvis as key figures in the arcade game industry.[15] Sellers echoed similar comments.[12] Defender was listed as one of Jarvis's achievements when he was awarded the Lifetime Achievement Award at the 2005 Game Developers Choice Awards.[91][92] In 2007, IGN editors listed Eugene Jarvis as a top game designer whose titles, including Defender, have influenced the video game industry.[89]
Sequels and remakes
The game has been followed by sequels and remade multiple times since it's arcade release. The first was the 1981 Stargate, which Vid Kidz developed for Williams.[34] The success of Defender prompted Williams to release more video games as soon as possible. Rather than create a new original game, DeMar suggested making an enhanced version of Defender to meet Williams' four-month deadline.[13] Developed as a sequel to Defender, Stargate features new more challenging elements and improved the original's performance.[13][18] Stargate was also released on home platforms, sometimes as Defender 2. However, it was not as successful as its predecessor and did not receive as wide as a release.[18][34] Atari Games released another sequel, also titled Defender 2, for Atari ST and Amiga home computers in 1990 under its Arc label.[34] Developed by Jeff Minter, the sequel combines features from the first two games and incorporated new elements. Both the original Defender and Stargate are included.[34][93]
Remakes have taken the form of electronic games, board games, and video games. Williams released a Defender-themed pinball machine in 1982.[17][94] It has many elements from the original game: sound effects, enemies, waves, and weapons. Williams produced fewer than 400 units.[94] Milton Bradley adapted the arcade game into a board game.[95] Entex Industries created an handheld electronic game version in 1982.[96] It also released a ROM cartridge version for its LED-based tabletop game console, the Entex Adventure Vision.[38][97] Tiger Electronics released a keychain-sized electronic game adaption with a grayscale LCD screen in 1997.[98]

In 1991, Midway Games released Strike Force, which features gameplay similar to Defender. The gaming press noted the similitude and referred to Strike Force as an update or possible sequel to Defender.[34][99][100] Following a successful remake of Tempest, Atari tapped Minter again to create Defender 2000 for the Atari Jaguar in 1996.[34][101] In addition to the original version, the remake has two updated modes—Defender Plus and Defender 2000—that feature new visuals and gameplay elements.[102] Midway released two remakes in 2002, one for home consoles and another for the Game Boy Advance. Similar to Defender 2000, the handheld console release has three modes of play: Classic, which is the original arcade version; Defender XP, which features updated visuals; and Defender XGP, which has new visuals and gameplay elements. A 3D remake titled Defender was released in 2002 for major sixth generation home consoles. Featuring 3D graphics, it depicts the gameplay from a third-person viewpoint behind the starship.[34][38]
Influenced games and clones
Home games that copied Defender's design include Gorgon (1981)[103] and Repton (1983)[38] for the Apple II; Alien Defense (1981) for the TRS 80 Model III;[104] Chopper Command (1982) for the Atari 2600; Protector II (1983) and Dropzone (1984) for the Atari 8-bit computers;[38] and, for the BBC Micro, Defender (1982) was renamed to Planetoid (1984) to avoid litigation.[105] It influenced Jeff Minter's Andes Attack for the VIC-20 home computer.[106] StarRay (1988) was retitled Revenge of Defender in the US.[38] Some games, such as The Tail of Beta Lyrae (1983) and R-Type (1987), were influenced more by Defender's side-scrolling action than the gameplay itself.[38] Later games influenced by Defender include Datastorm (1989) for the Amiga and Fantasy Zone (1986) for arcades and a variety of home consoles.[107]
Industry impact
Defender is considered the first side-scrolling shoot 'em up, predating Scramble by two months.[108][109] Professor Jim Whitehead described Defender as a breakthrough title for its use of full 2D motion, multiple goals, and complex gameplay that provides players with several methods to play.[110] James Hague of Dadgum Games called Defender a landmark title from the 1980s.[13] Stearny said that the game's use of scrolling helped remove design limitations associated with the screen.[11] 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.[21] Author John Vince listed the game as a classic title that introduced new technology, specifically scrolling.[90] 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.[25] Loguidice and Barton commented that Defender's success, along with Robotron: 2084, illustrated that video game enthusiasts were ready for more difficult games, which spurred developers to create more complex game designs.[15][111]
Cultural impact
Defender has permeated numerous cultural aspects of society. Musicians have referenced the game in their songs: Manilla Road's song "Defender" on their 1982 album Metal, Buckner & Garcia's song "The Defender" on their 1982 album Pac-Man Fever, the Beastie Boys' song "Body Movin'" on their 1998 album Hello Nasty, and mc chris's song "Never Give Up" from his 2008 album mc chris is dead.[112][113][114][115] In 2000, the United States Postal Service released a postage stamp featuring children playing Defender on the Atari 2600 as part of its Celebrate the Century series.[89][116] Guinness World Records later recognized this as the first video game to appear on a stamp.[116]

Players have competed to obtain the highest score at the game and the longest play time on a single credit.[12] Expert players learned to exploit software bugs to extend the length of their play time. One bug allows a player to earn a large number of "extra lives" so they can leave the game unattended to rest.[17] Other bugs aid the ship in avoiding enemy attacks.[18] Competitive playing was popularized in January 1982 after Steve Juraszek played Defender over 161⁄2 hours to a score almost 16 million points.[12][117][118] Although the record's authenticity was questioned, the media attention spurred more attempts, and soon after, other players surpassed the record.[12][118] Twin Galaxies, who officiated and tracked competitive high scores for players, organized a "National Defender Day" in April 1982 for players to compete for the game's top score.[119] Soon after, video game magazines published Defender high scores for over a year.[120][121][122][123] Twin Galaxies continued tracking high scores on the arcade version for tournaments and marathon style of play; for consistency, it designated specific arcade machine settings for tournaments.[10][124] Twin Galaxies also recorded high scores for home versions into the 2000s.[68] At the 2008 Annual International Classic Video Game & Pinball Tournament, Guinnes World Records adjudicated the event, which included a special high score contest for Defender and its sequel, Stargate.[125]
Notes
- Williams Electronics changed its name to WMS Industries in 1987, and after acquiring Tradewest in 1994, WMS Industries renamed the new subsidiary Williams Entertainment to release home ports of its arcade games.
- WMS Industries purchased Midway in 1988 and later transferred its games to a new Midway Games subsidiary.
References
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Atari's June Release Defender
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