Posted: Tue Apr 01, 2008 12:25 pm
Hey all. I'm a long time reader of the site, but wanted to sign up for this retro discussion.
First off thanks to Racketboy for the Together Retro idea (and the site in general of course). Finding a group that can discuss games intelligently, let alone games that are over two decades old, is pretty tough.
I just recently left a job which had a vintage Defender arcade cabinet, so of course I was using the original arcade controls. I'd played the game quite a few times in the past, but it take take some re-getting used to after years of more traditional shmup controls.
Personally, I can see why trying to map the thrust/reverse controls onto a joypad or keyboard would be frustrating. These controls were never meant for anything other than the original button layout (and vice versa, I don't think any other games used the Defender setup other than Stargate). However, the difference is that on a joypad, if you have thrust and reverse mapped to the face buttons, you'd have to move your thumb or finger to use the two independently, and mashing fire while doing all that must be really tough.
On the cabinet, you just spread your fingers across the fire, thrust, and reverse buttons, and you can access all three in unison. So that you can mash on fire while holding thrust and occasionally tapping reverse.
I feel it adds a level of control, but definitely sharpens the difficulty curve. It's like the difference between driving clutch and automatic. Sure, you can do just fine with an automatic, but if you want to get the most out of your engine, you have to shift at the right time. Consider the official high scores are up around 80 MILLION points.
So, it's true that if one is used to more direct controls, it feels frustratingly complex, but this is a game from a time when precise control meant everything. It's not about finishing the game, it was about using this extra level of complexity in the controls to stay at the top of the high score board another day.
Plus, at the time it was pretty much either this, Space Invaders, or Scramble, so it had to set itself apart somehow. Considering its legacy, I think it succeeded. Funnily enough, Scramble is not nearly as well-recalled as Defender, even though it was essentially Gradius 0.1.
First off thanks to Racketboy for the Together Retro idea (and the site in general of course). Finding a group that can discuss games intelligently, let alone games that are over two decades old, is pretty tough.
I just recently left a job which had a vintage Defender arcade cabinet, so of course I was using the original arcade controls. I'd played the game quite a few times in the past, but it take take some re-getting used to after years of more traditional shmup controls.
Personally, I can see why trying to map the thrust/reverse controls onto a joypad or keyboard would be frustrating. These controls were never meant for anything other than the original button layout (and vice versa, I don't think any other games used the Defender setup other than Stargate). However, the difference is that on a joypad, if you have thrust and reverse mapped to the face buttons, you'd have to move your thumb or finger to use the two independently, and mashing fire while doing all that must be really tough.
On the cabinet, you just spread your fingers across the fire, thrust, and reverse buttons, and you can access all three in unison. So that you can mash on fire while holding thrust and occasionally tapping reverse.
I feel it adds a level of control, but definitely sharpens the difficulty curve. It's like the difference between driving clutch and automatic. Sure, you can do just fine with an automatic, but if you want to get the most out of your engine, you have to shift at the right time. Consider the official high scores are up around 80 MILLION points.
So, it's true that if one is used to more direct controls, it feels frustratingly complex, but this is a game from a time when precise control meant everything. It's not about finishing the game, it was about using this extra level of complexity in the controls to stay at the top of the high score board another day.
Plus, at the time it was pretty much either this, Space Invaders, or Scramble, so it had to set itself apart somehow. Considering its legacy, I think it succeeded. Funnily enough, Scramble is not nearly as well-recalled as Defender, even though it was essentially Gradius 0.1.