Contents

General:

About Midway’s Arcade Classics Volume 1

About this game

In the game window, press:

Play to begin or continue a game;

Options to customize the keyboard, joysticks, or game play;

History for game history and interviews;

Change game to play a different game; or

Exit to exit Arcade Classics.

Game play:

How to play

Game controls

Changing the keyboard

Using joysticks

Changing a joystick's sensitivity

Varying the game's difficulty and settings

Other:

Troubleshooting


About Midway's Arcade Classics
About Midway’s Arcade Classics Volume 1

Digital Eclipse Software, Inc. Team

Digital Eclipse Software, Inc. has developed and published several successful commercial software packages for the Macintosh and the PC.  The company was also responsible for the DOS and Mac versions of Midway’s Arcade Classics and is currently working on projects for next generation gaming systems.

Andrew Ayre - Andrew served as Producer of Midway’s Arcade Classics for Windows® 95 and is President of Digital Eclipse Software.

Jeff Vavasour - Jeff was the Lead Programmer on this project, responsible for the emulation engine and the Arcade Room and "Behind the Scenes" interfaces, as well as supervising the overall design.

Technopop (Randel Reiss and Justin Wolf) - Technopop was responsible for the coding of the games' user interface and also for DirectX support programming.

Bert Monroy - Bert is the talented artist that lent his hand to creating the original artwork which appears in the Arcade Room.

Chris Charla and Jon Snyder - Chris and Jon brought you "Behind the Scenes" with their multimedia one-on-one interviews with the original Midway Programmers.

Midnight Design - Midnight Design provided multimedia post-production, including additional artwork for "Behind the Scenes."

Image Impressions - Image Impressions did additional layout for parts of this CD-ROM's "AutoPlay" launcher.

Developed by Digital Eclipse Software, Inc.

Emulation software © 1995 Digital Eclipse Software, Inc.


The Play Button

Press the play button to enter the actual game.  The first time you do this after choosing a new game, you will start out in the "attract mode."  This is the mode the arcade game is in when it is waiting for a new player.  To start a new 1-player game, press 1.  To start a new 2-player game, press 2.

To pause a game, press the ESC key.  This will return you to the game's main title window.  You can resume your game where you left off by selecting Play a second time.

For more information on the object of the game, see How to Play.

For more information on the controls used to play this game, see Game Controls.


Changing the Keyboard

Using the Options button on the game window, you can change the keys used to control the game.  In Options, select the Keyboard tab.  This page lists all the controls used by the game, and the current keys assigned to each.  To assign a new key to a control, click on the Change button next to it, and then press a new key.

If you press Cancel or ESC when you are asked to select the new key, the change is cancelled and the control remains unchanged.  You can also restore the original keys assigned to the controls by clicking on Restore Defaults.

For a list of the keys assigned to the controls when you first install the game, see Game Controls.


The Options Button

The Options button on the game's title window allows you to customize the game in a variety of ways.  You can vary the difficulty and game play options (see Game-Play Settings), change the keys used to control the game (see Changing the Keyboard), select joysticks to be used to control the games (see Using Joysticks), or vary the game's sensitivity to motion of the joystick (see Advanced Joystick Settings).


Behind the Scenes

Click on the History button on the main game window to enter the "Behind the Scenes" multimedia retrospective.  "Behind the Scenes" features interviews with the original game designers, insider tips and information, and rare artwork and photos that are a must-see for game enthusiasts.

Once on a game's "Behind the Scenes" page, you can view interviews by pressing one of the Clip buttons, read through the accompanying text, or see the artwork and photos in the Media Gallery.

You can also enter "Behind the Scenes" from the Arcade Room by clicking on the center of the neon sign on the back wall.

Warning: Entering "Behind the Scenes" will end any game that may have been paused.


The Arcade Room

When you first start Arcade Classics, you will enter the Arcade Room where you can select a game to play.  Pressing the Change Game button on a game's main window will end the current game and return you to the Arcade Room.

In the Arcade Room, you are shown three games.  You can either click on one of these three games to go to it, or click on the "Front/Back Room" sign to see the other three games which are available.

In addition, you can also click on the center of the neon sign on the wall to enter the "Behind the Scenes," or click on the "Exit" sign to exit Arcade Classics.

The "Go to" pull-down menu provides an alternate way to go directly to one of these options using the mouse or the keyboard.

Tip: When you first insert the Arcade Classics CD-ROM, you can bypass the Arcade Room and go to one of the six games or "Behind the Scenes" by clicking on a shortcut button at the top of the "Welcome" window.


The Exit Button

The Exit button will completely exit Arcade Classics.  To restart Arcade Classics you will either have to reinsert the CD-ROM, or open your "My Computer" folder and double-click on the CD-ROM icon.

To exit your current game in order to choose a new game to play, click on Change Game instead.


How to Play

Defender II is very similar in concept to Defender, but with more deadly enemies, and more bonuses.  If you're already familiar with Defender, you can instead read the brief summary, What's new in Defender II.

You are in control of the ship, Defender.  Your mission is to protect the defenseless astronauts on the planet's surface from the alien menace invading your world.  The world is small; it takes about five seconds to fly completely around it.  On the top of the screen, you will see a map showing the entire world, your position, and the position of all enemies and astronauts.

Enemy landers will try to pick up your astronauts, and carry them away.  If a lander carrying an astronaut reaches the top, they merge into a deadly mutant, a much faster and more agressive enemy than a lander.  You can shoot a lander carrying an astronaut (be careful not to shoot the astronaut himself!), and the astronaut will be released, free falling back to the ground.  If it's only a short distance, the astronaut will land safely.  If he is higher, you must catch him before he hits the ground at "terminal" speed.  You can catch an astronaut in free fall by flying over him.  Once you've caught an astronaut, you can safely deposit him on the ground.

You'll know when an astronaut has been captured because you'll hear his characteristic panicked chirp. Then, you can look at the scanner in the top center of the screen to see what's happening and where.  Watch the attract mode to see how the different friends and foes are represented on the scanner.

If an astronaut free falls safely to the ground, you get 250 points.  (An astronaut must not fall from too great a height, or he will not survive the fall).  Initially, you get 500 points for catching an astronaut and 500 points for each astronaut you deposit safely on the ground after catching him.  If you are already carrying an astronaut when you catch a second one, catching the second astronaut is worth 1000 points. Similarly, the third and fourth astronauts you catch without returning to the ground are, respectively, worth 1500 and 2000 points.

If all your astronauts get captured or killed, the planet loses its stability and explodes!  Once that happens, all remaining landers become mutants!  After a certain number of waves (five, as the game is initially set), you get a new planet with a new contingent of astronauts.  You can change this and other game parameters by using the Options button on the main game window.

In Defender II, there is a "Stargate."  If you fly through this when an astronaut is in trouble, you'll be immediately transported to his aid. Otherwise, flying through the Stargate transports you to the other side of the planet.  In early levels, if you fly through the Stargate while carrying  a certain number of astronauts (four or more, actually, unless you change it in the Game-Play Settings) you can "warp" ahead. This sends you ahead several waves, but with massive bonus points.  This can be done up to the tenth wave (though that limit can also be changed in the Game-Play Settings).

There are numerous enemies in Defender II: pods, swarmers, baiters, bombers, Yllabian space guppies, dynamos, space hums, firebombers, fireballs, munchies, Phreds, and Big Reds.

The pods, swarmers, baiters and bombers are basically the same as those  in classic Defender.  When a pod is shot, it will explode into a fleet of  small, highly maneuvrable swarmers.  Be careful!  Bombers leave a trail of  deadly mines which you cannot destroy and must avoid until they  fizzle.  Baiters are another breed of fast, manoeuvrable enemy that shows  up as the wave progresses.

Yllabian space guppies are similar in size and tactics to swarmers, but somewhat slower and more erratic.  Dynamos are sentinels that shoot space hums, slow moving homing bombs.  Firebombers dance up and down randomly, and in later waves can shoot fireballs -- very fast, deadly missiles -- though they don't have any homing ability.  Like baiters, munchies, Phreds, and Big Reds show up later in a wave.  Though they don't shoot, they are hungry and fast!

You have several special controls in Defender II.  In addition to movement and the normal fire controls, you also have a limited number of Smart Bombs, which, when fired, will destroy all enemies on a screen (but not their bullets or mines!).  In emergencies, you can use Hyperspace to get out of a tight situation, but be warned, hyperspace will make you jump to a different, completely random part of the world -- one that may be more lethal than the one you left.  You also have a limited supply of power for your Inviso Anti-Matter Cloaking Device.  This button makes your ship invisible and invulnerable for as long as you hold it (or until the power runs out).  The power available to Inviso is shown next to your number of reserve ships, and is increased whenever you get a bonus ship.

For more information on the controls of Defender II, see Game Controls.

To find out more about how to play Defender II, watch the attract mode when you select Play, before starting a 1- or 2-player game, or press the Reverse button while in the attract mode to see the "Defender II Secrets" screen.


What's New in Defender II

Defender II features a number of new features and deadlier enemies.

There are new bonuses for catching multiple astronauts. If you are already carrying an astronaut when you catch a second one, catching the second astronaut is worth 1000 points. Similarly, the third or fourth astronaut you catch without returning to the ground are worth 1500 and 2000 points, respectively.

Also new is the "Stargate."  If you fly through this when an astronaut is in trouble, you'll be immediately transported to his aid. Otherwise, flying through the Stargate transports you to the other side of the planet.  In early levels, if you fly through the Stargate while carrying  a certain number of astronauts (four or more, actually, unless you change it in the Game-Play Settings) you can "warp" ahead. This sends you ahead several waves, but with massive bonus points. This can be done up to the tenth wave (though that limit can also be changed in the Game-Play Settings.

There are numerous new enemies in Defender II: Yllabian space guppies, dynamos, space hums, firebombers, fireballs, munchies, Phreds, and Big Reds.  Yllabian space guppies are similar in size and tactics to swarmers, but somewhat  slower and more erratic.  Dynamos are sentinels that shoot space hums, slow moving homing bombs.  Firebombers dance up and down randomly, and in later waves can shoot fireballs -- very fast, deadly missiles -- though they don't have any homing ability.  Like baiters, munchies, Phreds, and Big Reds show up later in a wave.  Though they don't shoot, they are hungry and fast!

There is a new weapon in Defender II, the Inviso Anti-Matter Cloaking Device.  This button makes your ship invisible and invunerable for as long as you hold it, but there is a limited  amount of power for it.  The power available to Inviso is shown next to  your number of reserve ships, and is increased whenever you get a bonus ship.

For more information on the controls of Defender II, see Game Controls

To find out more about how to play Defender II, watch the attract mode when you select Play, before starting a 1- or 2-player game, or press the Reverse button while in the attract mode to see the "Defender II Secrets" screen.


Game Controls

On the original Arcade version of Defender II, there was a joystick for moving up and down, but to move left or right in the world, you had to use the Thrust and Reverse buttons.  Thrust will start or keep you moving in the direction you are facing.  Releasing it will make you slow down and stop.  Reverse simply changes which direction you face.

In additon to the usual Fire button there are also Smart Bomb, "Inviso," and Hyperspace buttons.  See  How to Play for more details on those controls.

The keyboard:

When playing using the keyboard, the following keys are initially assigned to Defender II's controls:

W - Move up

S - Move down

X - Reverse

Space - Hyperspace

Comma - Smart bomb

L - Thrust

Semicolon - Fire

Return - Inviso

You can change the keys used to control Defender II using the Options button on the game's title window (see Changing the Keyboard).

Joysticks:

In order to use a joystick with Defender II, you must first select it.  This is done from the Options button on the main window (see Using Joysticks).

Because of the setup of the PC's controls, a joystick works slightly differently than the original arcade controls.  Pushing the joystick left or right automatically makes your ship face that direction and thrust in it, just as you might expect.  To face a direction without thrusting, tap the joystick in that direction.

The joystick triggers are assigned as follows:

Trigger #1 - Fire

Trigger #2 - Smart bomb

Trigger #3 - Hyperspace

Trigger #4 - Inviso

If you only have two buttons on your joystick, you'll still have to use the keyboard's Hyperspace and Inviso controls.


Game-Play Settings
Varying the Game's Difficulty and Settings

These original arcade games had a number of settings which could be adjusted to vary the difficulty of play (to make it harder for people to play too long on one quarter!)  On the main game window, choose the Options button and then select the Game tab.  Here you can adjust your game in the same way to make it easier or harder.

As Defender II was originally set up, you start with 3 ships and get a bonus ship every 10,000 points.  On the Game page of the Options, you can adjust this so that you start with anywhere from 1 to 20 ships, and get a bonus life every 1,000 to 50,000 points.  There is also a special setting below 1,000 which gives you no bonus lives.

Below, you can vary the amount of "Inviso" time with which you start.  This control also varies the amount of "Inviso" bonus with each new ship.  See How to Play for more details on "Inviso."

In addition, you can vary many aspects of the game's difficulty.  The easiest way to make the game easier or harder is to vary the Master Difficulty control.  If you want full control over the progressive  difficulty of the game, check the Customize difficulty box to enable the Customize button.  Then click on it to access the detailed difficulty controls.  For all controls within, the higher the number, the more difficult the game.

Below this, you can set the Stargate characteristics, including how many men needed to warp (2 to 9, the default is 4) and the last wave in which you are allowed to warp (1 to 99, the default is 10).  Finally, there is a control allowing you set the number of letters allowed in the highest scorer's name (3 to 20 letters).  This does not affect anyone else but the top scorer on the high score board.  The rest can only have three letters regardless.

If, at any time, you want to restore the game to its original "mint condition," simply press the Restore Defaults button under the Game tab.

You can also clear all your high scores, restoring the high score table to the factory-set scores.  To do this, click on the Reset High Scores button.

Warning: If you attempt to change any of these settings or reset high scores while you are in the middle of a game that has been paused, that game will end and your score in that game will be lost.  If you attempt this, however, you will be warned and given a chance to change your mind.


Troubleshooting

The action in Arcade Classics stutters:  Windows® 95 may do a momentary "garbage collection" (that is, a clean-up of memory and disk) after a new program has settled in for a short time.  If this occurs on your machine and is unsatisfactory, try letting the attract mode run through once or so before playing a game.  If it occurs frequently, it may be a sign of insufficient memory, or another active application may be requiring intensive use of the CPU or hard disk.

I get no picture or a corrupt game screen:  Ensure that your video board is at least a local bus video board.  Microsoft's DirectX requires local bus video (or better) in order to work properly.

The sound seems choppy or poor:  Ensure that you have an up-to-date Windows® 95-compatible audio driver for your sound card, and preferably a sound card which is recommended for use with Microsoft's DirectX.  Consult with the manufacturer for details.

The joystick's Hyperspace and/or Inviso buttons don't work:  Some joysticks (such as the Gravis gamepad) have a switch that changes the third and fourth buttons on your joystick to rapid-fire versions of the first two.  Make sure this switch is set correctly.  Also, joysticks that are connected through Y-splitters (so that two joysticks can be attached) can only use two buttons each.  If this applies to you, remove the Y-splitter and connect the joystick directly to the computer.

I am having other trouble using my joystick with the game: See Joystick Troubleshooting.


About this Game

The Defender II Team

Eugene Jarvis, Larry DeMar, and Sam Dicker - Program/design

Mike Stroll - Executive producer

Larry DeMar and Eugene Jarvis - Character graphics

Eugene Jarvis and Sam Dicker - Sounds

Constantino Mitchell - Cabinet art

Chuck Bleich - Hardware

Nate Dardick - Legals

Defender II © 1981 Midway Amusement Games, LLC.

Defender is a registered trademark of Midway Amusement Games, LLC.

All rights reserved.  Used under license.


Using Joysticks

In order to use a joystick with this game, it must first have been set up under Windows® 95's Control Panel.  To do this, choose Start, then select Settings..., then Control Panel, and finally select the Joystick icon.  See the help within for more details.

Once this is done, you must tell the game which joystick you wish to use with it.  This is done by selecting the Options button on the title window, and then selecting the Joystick page.  Select the joystick from the combo box there.

If you wish, you can also adjust how far the joystick needs to move before the game responds.  See Advanced Joystick Settings for more details.

If you are having trouble with your joystick, see Joystick Troubleshooting for help.


Advanced Joystick Settings

The Advanced button on the Options' Joystick tab gives you access to the joystick sensitivity slider and the calibration tester.

The calibration tester is the graph on the right of the dialog box.  It is divided up into nine squares, representing center (the gray square) and the eight possible directions of the joystick.  By moving your joystick around, you can see how far the joystick has to move in order for the game to register it as being "centered," "up," "right," etc.

The Sensitivity slider allows you to vary the relative size of these squares.  As you increase sensitivity, the distance the joystick has to move to get out of the "center" position gets smaller.  You can use this control if you wish to make your joystick either more "touchy" or more "sluggish" in the game.

A separate sensitivity setting can be set for each game, and, in the case of games that use more than one joystick, for each joystick also.

If you are having trouble getting your joystick to respond properly, you can use the calibration tester to troubleshoot the problem.  See Joystick Troubleshooting.


Joystick Troubleshooting

If you are having trouble getting your joystick to respond correctly, first ensure that you have the correct joystick selected under the Joystick tab of the Options button.

If the joystick is not listed there, then it may not have been calibrated. Joysticks must be calibrated in Windows® 95 using the Control Panel.  To access this, select Start, Settings..., then Control Panel and then double-click on the Joystick icon.  Follow the instructions there to calibrate your joystick.  If you do not have a Joystick icon under your Control Panel, you may not have installed the needed multimedia drivers.  Check your Windows Setup under Add/Remove Programs.

If your joystick has been calibrated under Windows® 95, and selected in the game's Options' Joystick tab (a joystick must be selected in each of the six games individually), click on the Advanced button under that tab to access the Advanced Joystick Settings.

The graph in this window shows you where the game "sees" the joystick, using a small "+".  The graph is divided up according to the different possible positions of the joystick, with "centered" indicated by the gray square.  You can try recalibrating your joystick or adjusting the trim controls (on joysticks that have them) and seeing how this graph responds.  Also, in all games but Sinistar, it is possible to adjust the Sensitivity which changes the threshold beyond which the joystick is no longer considered to be "centered" by the game.

If no "+" is shown on the graph, then the Windows® joystick driver is reporting that the joystick is not responding properly, and so its plug may be loose or not connected, or else the joystick driver has not been correctly selected in Windows® Control Panel.