GameDaily in 2009 rated
Defender the ninth most difficult game, citing the attack and rescue
gameplay.[38] 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".[5] David Cuciz echoed similar comments.[14] 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. [8] Author David Ellis attributes
the game's success to its challenging design. [16] Its difficulty is often attributed to its complex control
scheme.[6][8][10] Edge magazine ca lty.[8] Author David Ellis attributes the game's success to its
challenging design.[16] Its difficulty is often attributed to its complex control scheme. [6][8]
[10]
Edge magazine called Defender "one of the most difficult-to-master" games, describing its controls
as "daunting".[37] Players have competed to obtain the highest score at the game and the longest play
time on a single credit.[8][39][40] 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.[8][41] 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.[8] Expert players exploited software bugs to extend the length of their play
time. Defender was the focus of the first Twin Galaxies 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.[42][43] 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.[11] Other bugs allow the ship to avoid damage from the
enemies, also prolonging the length of play.[12]
Defender is considered the first side-scrolling shoot 'em up, predating Scramble by two months.
[44]
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. [45] James
Hague of Dadgum Games called Defender a landmark title from the 1980s.[9] Stearny said that the
game's use of scrolling helped remove design limitations associated with the screen. [7] 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. [14] 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.[7] Vince listed the game as a
classic title that introduced new technology, specifically scrolling. [46] 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.[16] 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. [10][47]
Jarvis's contributions to the game's development are often cited among his accolades. [48][49] Author
John Vinc
nce considered him one of the originators of "high-action" and "reflex-based" arcade games,
citing Defender's gameplay among other games designed by Jarvis.[46] Ellis said that Jarvis
established himself as an early "hard-core" designer with Defender.[16] 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.[49] Barton and Loguidice stated that the game helped establish
Williams and Jarvis as key figures in the arcade game industry.[10] Sellers echoed similar comments.
[8]
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.[9] The company served as a consulting firm to Williams and
developed two games for them.[10]
Remakes and sequels