Defender II © 1988 Atari, Corporation.
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.
This game was originally released as 'Stargate'. The name was changed presumably for copyright reasons.
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.
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