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Defender 8-??-82
Talk about a surprise out of nowhere. While doing
research for his new book Atari Corp: Business is War, Curt
Vendel came across some source code files for a few Atari 8-bit
games. While most of the source code was for released
games, one contained a completely new and unknown version of
Defender. This version was written by Michael Colburn (who later
went on to do the 1200XL self-test demo) and looks completely
different than the version by Steve Baker that was eventually
released. Why Michael Colburn decided to do his own
version is currently unknown, but the source code indicates that
he finished his first revision (rev. 0) sometime in August of
1982 which was the same time as Steve Baker’s version was
finished (the 5200 adaptation was done by August 15th so the
8-bit version was finished slightly earlier). The most
likely explanation is that like several other early Atari
400/800 games that pre-dated the launch of the 5200 (Dig Dug,
Centipede, Qix, Space Invaders, etc.), Atari had separate
versions done for the Atari 400/800 and the 5200. However
for some reason this version ended up being shelved and
forgotten about and Steve Baker's 5200 version was the version
ultimately released on the 400/800.
The first thing you’ll notice about this version is that
the graphics and colors are much simpler. Not only are the
enemies much smaller and less detailed, but everything is uses
the dreaded orange/green/blue color scheme that was very common
in early Atari 8-bit programs. Next you’ll see that the
reserve lives counter, smart bomb indicator, and score font are
very simplistic looking, but they may just be placeholders at
this point. Ok, so the graphics aren’t as flashy as the
released version, but how does it play? The answer?
Alright...
While Michael’s version of Defender isn’t as polished
looking as Steve’s, it runs much smoother and some of the
explosion graphics are actually better looking. Michael’s
version also doesn’t have all the annoying flicker that Steve’s
version suffers from when too many objects are on the screen,
but only because it is sacrificing detail. The sounds in
this version are also more simplistic and there is a constant
'engine noise' in the background whether your ship is moving or
not. The enemy bullets in this version are also very tiny
and appear to 'stick' to the screen sometimes rather than move
(much like the mines in later levels) which makes them hard to
avoid. There also seems to be a long pause before all the level
starts which isn't nearly as noticeable in Steve's version.
As valiant of an effort as this alternate version is, it’s
obvious that Steve’s version is the superior. And much
like in Highlander, when it comes to an official port there can
only be one.
As it stands, the game seems complete with only a few
little glitches here and there (such as the 'dash' that appears
at the bottom of the screen). However as the source code
indicates that this is revision 0, the game is obviously still a
work and progress. So Michael would have spruced it up a
bit and fixed the remaining bugs fixed before being releasing
it. However even in this early state it’s interesting to
see how another programmer would have gone about programming the
game. So sit back and take a look at the Atari 8-bit
Defender we *almost* had.
Notice the 'dash' at the bottom of
the screen
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Kaboom!
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Simple, but it gets the job done
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Here's the released version for
comparison
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Return
to Defender
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