Not an American user?

Description

A side scrolling shooter, the object is to defend your colonies from various waves of attacking aliens. Revenge of Defender features layered scrolling screens, and new background artwork and enemies for each of 7 levels.

Screenshots

Revenge of Defender Amiga Credits screen
Revenge of Defender DOS Gameplay on the first level (Tandy/PCjr)
Revenge of Defender DOS a mechanical level - MCGA/VGA
Revenge of Defender DOS An ice world - Hercules Monochrome

Promo Images

There are no promo images for this game


Alternate Titles

  • "StarRay" -- European Release Title
  • "Star Moon" -- Italian title

Part of the Following Groups

User Reviews

A remake that improves on a classic game in so many ways Amiga Katakis | カタキス (39505)

Critic Reviews

The One Amiga Oct, 1988 88 out of 100 88
Gamezone (Germany) Amiga Aug 17, 2007 8.7 out of 10 87
ASM (Aktueller Software Markt) Amiga Jul, 1988 9.6 out of 12 80
Amiga Power Amiga Nov, 1991 79 out of 100 79
ST/Amiga Format Amiga Oct, 1988 79 out of 100 79
The Games Machine (UK) Amiga Oct, 1988 79 out of 100 79
ASM (Aktueller Software Markt) DOS Oct, 1989 9.4 out of 12 78
Happy Computer Amiga Jul, 1988 71 out of 100 71
Power Play Amiga Jul, 1988 7 out of 10 70
Zzap! Commodore 64 Mar, 1989 60 out of 100 60

Forums

There are currently no topics for this game.


Trivia

In order to speed up the game on Tandy and PCjr computers without having to resort to only 4 colors, 160x200x16 mode is used instead of 320x200x16. Also, the background does not take up the full screen like in EGA and MCGA modes, so only a portion of the screen needs to be scrolled. (CGA and Hercules modes also only have a background on part of the screen. In these modes not only is it a speed advantage, but due to the more limited color palette the game is easier to see than if a background filled the entire screen.)

256 color MCGA mode runs uncontrollably fast on modern machines. The lower resolutions, however, run a little too fast but overall at a much more reasonable speed. It seems that at the time the developers decided no one could run 256 color mode too fast, but some delay was needed for fewer colors!
Contributed to by EboMike (3135), Kabushi (208487) and Servo (57406)