Defender II
DEFENDER II
by Williams Electronics
Alien marauders are attacking your planet, kidnapping the defensless
Humanoids and turning them into dangerous Mutants. You've got to stop
them!
You begin with three ships, three Smartbombs -- capable of wiping out
everything in sight -- and Inviso, a mysterious cloaking compound.
But your most powerful defense is the Stellar Gateway, which instantly
transports you across the planet to rescue Humanoids.
Pilot your ship along the planet surface, blasting away at the evil
aliens while rescuing Humanoids. But watch out -- the slightest
contact with an alien can be disastrous! Only you, with the help of
the Stellar Gateway, can save your planet's beleaguered Humanoids from
attack and maybe -- just maybe -- wipe out the aliens forever!
GETTING STARTED
1. Inser the Defender II cartridge into your Atari 2600 or 7800
console. Plug the two joysticks into the two controller jacks.
2. Turn on your TV, then press [Power] to turn on your system.
3. Press [Reset] or the left joystick fire button to start the game.
PLAYING THE GAME
Your objective is to rescue the Humanoids and eliminate all aliens.
You begin the game with three ships, three Smartbombs, about six
seconds' worth of Inviso, and enough energy to hyperspace temporarily
out of danger. The number of ships and Smartbombs and the amount of
Inviso you have left are shown at the top of the screen. You have an
unlimited amount of regular ammunition.
Use the left joystick's handle and fire button to maneuver your ship
and fire regular ammunition. Press the right joystick's fire button
to drop Smartbombs. Push the right joystick's handle forward to
activate Inviso; pull it back to jump into hyperspace. When you run
out of Smartbombs, pressing the right joystick's fire button activates
Inviso. Once your Inviso is gone, pressing the right joystick's fire
button will send you into hyperspace.
Defender II has up to 100 attack waves. As soon as you clear the
planet of aliens in one wave, the next wave begins. You score points
whenever you destron an alien. For ever 10,000 points you score, you
earn another ship, another Smartbomb, and more Inviso.
When you lose a ship, a new one appears until all your ships are lost.
Action resumes when you move the joystick handle.
The game ends when you lose all your ships. Press [Reset] or the left
joystick fire button to begin a new game.
THE DEFENDER
XXX XXXXX SMARTBOMBS destroy all aliens on screen. They are most
XXXXXXXXXX effective when aliens surround you.
XXX XXXXX
INVISO makes you invisible for about two seconds. Aliens can't hurt
you while you are invisible, although you can still fire and anything
you pass through is automatically destroyed.
HYPERSPACE sends you into space warp. You never know where you'll
reappear, so use it only as a last resot! You could easily end up on
or near an enemy, which will destroy you immediately.
XXXXXXXXXXXXX The STELLAR GATEWAY warps you to a part of the planet
XXXXXXXXXXXXX where a Humanoid is in danger. If all the Humanoids
XXX XXX are temporarily safe. The Gateway transports you to
XXXXXXX XXX the opposite side of the planet.
XXX XXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXX HUMANOIDS are defenseless. The alien Landers snatch them
X X off the planet's surface and carry them up through the
XXXXXXXX atmosphere to turn them into Mutants. When shooting
XXXXXXXX Landers, be careful not to shoot the Humanoid by mistake.
XXXXX Once freed, Humanoids start drifting down. Catch them before
XXXXX they reach the planet's surface, then gently guide your ship
XXXXX down. The Humanoid automatically beams to the nearest
Humanoid Space Station You receive extra points for every
Humanoid safely deposted on the planet.
You can keep rescued Humanoids on your ship. In waves 1 through 9,
passing through the Stellar Gateway while transporting four or more
Humanoids on your ship will advance you three waves. However,
carrying Humanoids makes you a larger and easier target for the
aliens. If you lose your ship, the Humanoids will escape safely to
the planet's surface.
THE ENEMY
XXX LANDERS are the most dangerous aliens. They swoop down
OOOOO and kidnap the Humanoids, turning them into dangerous
X XX X Mutants when they reach the top of the screen. They
XXXXXXX can't follow you, but if you are nearby they will fire
XXX lethal charges in your direction.
O X O
X X X
OOO MUTANTS move fast, their heads spinning and flashing with
OOOOO bright colors. They can sense your presence and will
X XX X track you down if you don't keep moving. Mutants also
XXXXXXX fire lethal charges at you when making their assault.
XXX
O O O
X X X
OOOOO YLLABIAN SPACE GUPPIES are mindelss, but they'll home in
OOOOOOOOO quickly and destroy you if you're not careful.
XXXXX
XXXXXXXXXXXXXXX
XXXXX
XXXXXXXXX
XXXXX
OOOOO FIREBOMBERS are treacherous. Blast them out of your way
OOOOOOOOO early on.
OOOOO
XXXXX
XXXXXXXXX
XXXXX
X X X PODS bob around like bouncing balls. Don't get too close
XXXXX to one -- once you destroy it, you still have to worry
XXXXXXXXX the three swarmers that will be released.
XXXXX
X X X
XXX SWARMERS fly straight at you when their Pod is destroyed.
XXXXXXX Three quick shots should take care of them.
XXX
OO DYNAMOS are cubic creatures that swirl around above the
OOOOXX planet's surface. They are oblivious to everything and
XXOOOO always fly in the same diagonal path across the sky.
OO Stay out of their way!
XXXXXXXX BAITERS come out when you take too long to finish off
XXXXXX XXXXXX a wave. They know right where you are and close in on
XXXXXXXXXXXX you quickly. Destroy them right away.
XXXXXXXX PHREDS are no fun. They have excellent vision and zoom
XXX straight at you, exploding on contact and disintegrating
XXX both of you.
XXX
XXXXXXXX
XXXXXXX MUNCHIES are looters looking for the spoils of war. They
XXXXXXX are small, fast, and can sniff out your ship when it's
XXX in a vulnerable position.
XXXXXXX
XXXXXXX
STRATEGY
The scanner at the top of your screen shows you areas on the planet
where Humanoids are in danger. Keep an eye on your scanner -- it will
alert you to any emergencies in another part of the sky. Rush to a
Stellar Gateway for immediate transport to that sector.
Your planet will be destroyed if all the Humanoids are turned into
Mutants -- but you must still defend yourself! If you're a good
fighter, your planet will be restored in wave 6, or in every fifth
wave after that.
In wave 5 and every 10th wave following, you'll encounter the Yllabian
Dog Fight. The only aliens that appear on the screen are Yllabian
Space Guppies, Pods, and Dynamos. It takes skill and practice to make
it through this wave.
In every tenth wave, you'll find yourself in the middle of a
Firebomber showdown. Firebombers are everywhere. Keep a sharp eye
and a nimble firing finger.
Along with the powers of your super spaceship, you've been blessed with supersonic hearing. You can hear the Humanoids scream as they're being accosted by Landers. On your side of the planet, this comes as a faint yelp. The sound of explosions means that a Humanoid and Lander have just been transformed into a Mutant.
SCORING
Pods 1000 points
Firebombers 250 points
Dynamos 200 points
Baiters 200 points
Phreds 200 points
Yllabian Space Guppies 200 points
Mutants 150 points
Landers 150 points
Swarmers 150 points
Munchies 50 points
At the end of waves 1 through 5, you receive 100, 200, 300, 400, and
500 points, respectively, for every Humanoid left on the planet.
Beginning with wave 6, you receive 500 points for every Humanoid
remaining.
In waves 1 through 9, if you pass through the Stellar Gateway while
transporting four or more Humanoids on your ship, you'll automatically
advance three waves in the game. You'll also receive 1,000 points for
every Humanoid left on the planet.
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Atari Corporation is unable to guarantee the accuracy of printed
material after the date of publication disclaims liability for
changes, errors, or omissions. Reproduction of this document or any
portion of its contents is not allowed without the specific written
permission of Atari Corporation.
Atari, the Atari logo, 2600 and 7800 are trademarks or registered
trademarks of Atari Corporation. Defender II is a trademark and (C)
1981 of Williams Electronics, manufactured under license from Williams
Electronics, Inc.
Copyright (C) 1987, Atari Corporation, Sunnyvale, CA 94086
All rights reserved.
Printed in Hong Kong C300016-120 Rev. A
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This document obtained from the History of Home Video Games Homepage,
�1997-1998 by Greg Chance
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