Defender (video Game) - Impact and Legacy

Impact and Legacy

Players have competed to obtain the highest score at the game and the longest play time on a quarter. Competitive playing for the longest play time was popularized by Steve Juraszek from Illinois, who played Defender for over 16 and half hours in 1982. Though the authenticity of the record was questioned, the media attention spurred other players to attempt the same feat. Expert players exploited software bugs to extend the length of their play time. One bug, related to how the game keeps track of scoring, allows players 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.

The game has been referenced in music: Manilla Road's song "Defender" on their 1982 album Metal, Buckner & Garcia's song "The Defender" on their 1982 album Pac-Man Fever, and the Beastie Boys' song "Body Movin'" on their 1998 album Hello Nasty.

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, and credits it as the first horizontally scrolling game. 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 introduce the "first true 'gaming environment'". He further said that though the game's minimap 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 Gorf and Phoenix 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 Robotron: 2084, 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 Smash TV) 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, Vid Kidz. The company served as a consulting firm to Williams and developed two games for them.

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