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Missile Command
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Name:
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Missile Command |
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| Company: |
Atari |
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Model #:
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CX-5202 |
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Programmer:
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Rob Zdybel |
| Year: |
1982 |
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Released?
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Yes
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Notes:
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Missile Command was
one of the first five games developed for the 5200. |
One of Atari's most beloved classics, Missile Command was
almost deemed too scary for the general public. The
original plot was supposed to feature a missile attack on
California, but this idea was scrapped due to fears of the game
causing a mass panic (this was during the Cold War after all).
Programmer Dave Theurer actually woke up in cold sweats
due to the nightmares he had about nuclear war after working on
this project. In the end the location was made generic,
and the name was changed from Armageddon (meaning the end of the
world) to a more subdued Missile Command.

The concept of Missile Command is simple.
Shoot down all the incoming missiles before they hit your
bases. You start each wave with 30 antiballistic missiles
(ABMs) which you must launch at the incoming nuclear
warheads. Each ABM will explode into a ring of fire when it
reaches its target. It's this explosion that you must use to
destroy the enemy warheads. If any missiles strike your
cities they will be destroyed (one city is replaced every 10,000
points), and if a missile strikes your base you will lose any
missiles currently inside and have to wait until the base is
restored before you can shoot again. Thankfully the enemy
can only destroy up to three cities on each wave, so if you've got
four or more cities you'll always be able to continue to the next
level no matter how disastrous things turn out.

It's not just enemy missiles that you have to worry
about, each stage features killer satellites and bombers which
will slowly move across the screen launching MIRVs (Multiple
Independent Re-entry Vehicles) which will branch out quickly from
a low altitude and decimate your cities if you're not
careful. Make taking these out a a priority before they're
able to launch. On higher levels you'll start encountering
Smart Missiles which will actively seek out your bases and are apt
at avoiding your ABMs. If you don't score a close hit on a
Smart Missile it will simply bounce off the explosion and keep
coming. You can turn on an option that will turn all
missiles into Smart Missiles by pressing the 8 key on the title
screen. This mode is good for practicing against Smart
Missiles or making the game very VERY difficult.

The 5200 version of Missile Command is very close
to its arcade counterpart with one exception, the player only has
one base! Even though the 5200 could have handled all
three bases due to its extra buttons, the game had been ported
from the Atari 400/800 which had only one fire button so the extra
bases had to go. While most hardcore arcade junkies were
dismayed with this change, many players found it easier to only
have to worry about one base instead of three.

Despite the lack of Alpha and Gamma bases, the
5200 version of Missile Command plays well, and the non-centering
5200 stick is actually a help for once rather than a hindrance.
However it's when Missile Command is hooked up to a 5200
Trak-Ball that the game really shines. Trak-Ball designed
Dan Kramer has said that he created a special three button
Trak-Ball that worked with a modified three base version of
Missile Command, giving the player a true arcade at home
experience. Sadly this version was never released.

The 5200 version of Missile Command is a pretty
decent port and probably should have been the pack-in title
instead of Asteroids
Super Breakout. It's a shame Atari didn't decide to enhance
this port like they did with Super Breakout, Dig Dug, Qix, and
Centipede, but the 8-Bit version was already nearly arcade perfect
(minus the extra bases). So plug in your Trak-ball, and
start defending those cities. The world is counting on you!
| Version |
Cart Text |
Description |
| 4/4/83 |
Missile Cmd 4-4 |
PAL version! |
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