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Missile Command
Name:
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Missile Command |
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Company: |
Atari |
Model #:
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CXL-4012 |
Programmer:
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Rob Zdybel |
Year: |
1981 |
Released?
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Yes
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Notes:
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Port of the 1980
Atari Coin-Op
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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 S key on the title
screen. This mode is good for practicing against Smart
Missiles or making the game very VERY difficult.
The Atari 8-bit version of Missile Command is very
close to its arcade counterpart with one exception, the player
only has one base! Even though the Atari 8-Bits could
have handled all three bases,the Atari joystick only had one fire
button so the extra bases had to go. Rob had considered using the
keyboard for the extra bases, but this was deemed to be too
difficult for the player to manage. 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. Interestingly Rob hid a Trak-Ball mode in the game so
players could truly mimic the arcade experience (press
Control-T). However since the Trak-Ball was still in
development at the time, this is not mentioned in the instruction
manual.
The Atari 8-Bit version of Missile Command plays
darn near the exact same as the arcade game. While losing
two of the three bases takes away a little of the arcade
difficulty (defending one base is much easier than three), it
doesn't hurt the gameplay as much as you'd think.
Interestingly Missile Command was chosen as the built-in game on
the Atari XEGS system (start the computer with no keyboard
attached and no game in the cartridge slot). While not a bad
game for a freebie, Missile Command was badly showing its age in
1987 and probably didn't impress anyone. This version was
actually slightly modified in order to fix the level skip feature
which was broken on all XL/XE systems due to a table in the OS
code being moved.
Version |
Cart Text |
Description |
?/??/81 |
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Late beta
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Return
to 8-Bit Software
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