Missile Command

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Missile Command
Missile Command flyer.jpg
North American arcade flyer
Developer(s) Atari, Inc.
Publisher(s) Arcade
Game Boy
Designer(s) Dave Theurer [1]
Programmer(s) Rich Adam
Dave Theurer
Composer(s) Rich Adam
Platform(s) Arcade, Atari 2600, Atari 5200, Atari 8-bit, Atari ST, Game Boy, Lynx
ReleaseArcade
Atari 2600
  • NA: April 1981
Atari 8-bit
Atari 5200
Atari ST
Game Boy
Genre(s) Shoot 'em up
Mode(s)1-2 players alternating turns

Missile Command is a 1980 shoot 'em up arcade video game developed and published by Atari, Inc. and later licensed to Sega for Japanese and European releases. It was designed by Dave Theurer, who also designed Atari's vector graphics game Tempest from the same year. [1] The game was released during the Cold War, and the player uses a trackball to defend six cities from intercontinental ballistic missiles by launching anti-ballistic missiles from three bases.

Contents

Atari brought the game to its home systems beginning with the 1981 Atari VCS conversion by Rob Fulop. [1] Numerous contemporaneous clones and modern remakes followed. Atari's 1981 port to the Atari 8-bit computers was reused for the Atari 5200 (1982) and built into the Atari XEGS (1987).

Plot

The player's six cities are being attacked by an endless hail of ballistic missiles, some of which split like multiple independently targetable reentry vehicles. New weapons are introduced in later levels: smart bombs that can evade a less-than-perfectly targeted missile, and bomber planes and satellites that fly across the screen launching missiles of their own. As a regional commander of three anti-missile batteries, the player must defend six cities in their zone from being destroyed.

Gameplay

The game is played by moving a crosshair across the sky background via a trackball and pressing one of three buttons to launch a counter-missile from the appropriate battery. Counter-missiles explode upon reaching the crosshair, leaving a fireball that persists for several seconds and destroys any enemy missiles that enter it. There are three batteries, each with ten missiles; a battery becomes useless when all its missiles have been launched or if it is destroyed by enemy fire, whichever occurs first. The missiles of the central battery fly to their targets at much greater speed; only these missiles can effectively kill a smart bomb at a distance.

The game is staged as a series of levels of increasing difficulty; each level contains a set number of incoming enemy weapons. The weapons attack both the cities and the missile batteries and can destroy any target with one hit. Enemy weapons are only able to destroy three cities during one level. A level ends when all enemy weaponry is destroyed or reaches its target. A player who runs out of missiles no longer has control over the remainder of the level. At the conclusion of a level, the player receives bonus points for all remaining missiles and cities; at preset score intervals, the player earns a bonus city that can be used to replace a destroyed one at the end of the current level. These bonus cities can be kept in reserve and are automatically deployed as needed. The scoring multiplier begins at 1x and advances by 1x after every second level, to a maximum of 6x; this multiplier affects both target and bonus values.

The game inevitably ends once all six cities are destroyed and the player neither has any in reserve nor earns one during the current level. Like most early arcade games, there is no way to "win"; the enemy weapons become faster and more prolific with each new level. The game, then, is just a contest in seeing how long the player can survive. On conclusion of the game, the screen displays "The End", rather than "Game Over", signifying that "in the end, all is lost. There is no winner". [3] This conclusion is skipped, however, if the player makes the high score list and the game prompts the player to enter their initials.

Development

Having found a picture of a radar screen in a magazine, Gene Lipkin, then president of Atari's Coin-Op division, tasked Steve Calfee, department head, to "Make me a game like this". [4] At this time, games were usually developed by a single programmer with a deadline of 6 months. If the project was high-profile, this programmer could be assigned a junior programmer as an extra resource. Dave Theurer, who was free after finishing Atari Soccer as a junior programmer, was offered the project, loosely defined as "radar screen showing missiles fired from the USSR toward the US, which is defended by the player". [4] Because the project was requested by a boss, it was considered "high profile" and a junior programmer, Rich Adam, was assigned to Theurer.

Calfee, Theurer and Adam then worked on refining the game concept. In early iterations the six cities were meant to represent six cities in California: Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego. [3] While Theurer understood the assignment of making a patriotic game, the current political climate made Theurer hesitant about the possible violent incitations. While enthusiastic about his first project, Theurer put conditions to his work: [4]

  1. There would be no names of countries attached to either the attacking force or the defending force.
  2. The game would be purely defensive and never put players in situations where they would be the aggressor.

Thus city names were removed completely. Players would also not be able to retaliate, as that would be a scenario of mutual assured destruction, which Theurer didn't find noble: "I did not want to put the player in a position of being a genocidal maniac. Only a crazy person would sling nuclear weapons without context, right?". [4] Removing mentions of countries and cities would also leave the story's details to the player's imagination. The only possible game outcome of total destruction was also a message on the futility of war.

To make the game fast-paced, Theurer opted for a trackball as a control, faster than a joystick. The game would also be the first color game made by Atari. [4] Both features ensured the game would stand out compared to the competition of the time. The cabinet would also be innovative, featuring an extra panel of light indicators tied to events in the game.

As the deadline was approaching, the programmers started crunching heavily and Theurer suffered from nightmares of being destroyed by a nuclear blast. [5] [6] A common observation at Atari at the time was that no programmer ever succeeded at having their first game released. This common occurrence was seen as a part of a programmer's learning curve but was putting extra pressure on Theurer. (This rule was later named "Theurer's law" for being a famous exception) [4]

Coin-op games had to go through early "field tests" where Atari would pay an arcade owner to place their prototype in the arcade for a few days so that the developers could observe player behaviour and reaction, find bugs and ensure the players were understanding the game and having fun. The game was an instant hit but the extra indicator panel was distracting the player and taking their attention from the screen, thus was scrapped entirely. [4]

Reception

The game was an instant hit, hailed for its uniqueness, color graphics and challenging score-based gameplay, which were massive draws for arcade games at the time. [4]

Missile Command is considered one of the great classic video games from the Golden Age of Arcade Games. The game is also interesting in its manifestation of the Cold War's effects on popular culture, [10] in that the game features an implementation of National Missile Defense and parallels real-life nuclear war.

The game sold nearly 20,000 arcade cabinets. [11] Missile Command was a commercial success for Sega in Japan, where it was among the top-ten highest-grossing arcade video games of 1980. [12]

In 1983, Softline readers named Missile Command for the Atari 8-bit computers eighth on the magazine's Top Thirty list of Atari programs by popularity. [13] In a retrospective review, Brett Weiss of Allgame gave the arcade version a perfect score of 5 out of 5, in terms of controls, frenetic gameplay, sound effects, theme, and strategic aiming and firing. [7]

In 1995, Flux magazine ranked the arcade version 24th on their "Top 100 Video Games". [14]

Reviews

Ports

Atari 5200 version A5200 Missile Command.png
Atari 5200 version

Missile Command was ported to the Atari 2600 in 1981. [16] The game's instruction manual describes a war between two planets: Zardon (the defending player) and Krytol. The original arcade game contains no reference to these worlds. On level 13, if the player uses all of his or her missiles without scoring any points, at the end of the game the city on the right will turn into "RF" – the initials of the programmer Rob Fulop. This Easter egg is originally documented in Atari Age (Volume 1, issue #2) in a letter to the editor by Joseph Nickischer, and is the second one publicly acknowledged by Atari. In an interview with Paleotronic Magazine, Fulop stated that Atari paid him for his work by giving him a Safeway coupon for a free turkey, which motivated him to leave the company and co-found competing developer Imagic. [17]

Missile Command was released for Atari 8-bit computers in 1981 and an identical version for the Atari 5200 in 1982. The same Atari 8-bit port was later used in the 1987 Atari XEGS as a built-in game that boots up if there isn't a cartridge or keyboard in the console.

Legacy

Re-releases

Missile Command has seen many re-releases in many Atari compilation titles:

Sequels

In late 1980, a two-player sequel Missile Command 2 was field tested but never released, [18] although at least one prototype appeared in an arcade in Santa Clara, California. This game was similar to the original except that each player had their own set of cities and missile batteries and the players could cooperate to save each other's cities from the onslaught.

In 1992, Atari developed a prototype of an arcade game called Arcade Classics for their 20th anniversary, which included Missile Command 2 and Super Centipede. Despite its name, however, this version was not the unreleased sequel, but an enhanced remake of the first game.

In 1981, an enhancement kit was made by General Computer Corp. to convert Missile Command into Super Missile Attack. This made the game even harder, and added a UFO to the player's enemies.

In 1982, Atari released a game called Liberator , which was seen by some as being a sequel to Missile Command with the situation essentially reversed; in Liberator, the player is the one attacking planetary bases from orbit. [19]

Updated versions

Missile Command for the Xbox 360 Missilecommand360.jpg
Missile Command for the Xbox 360

Enhanced versions of Missile Command were released for the Atari Lynx and Game Boy.

An updated version called Missile Command 3D was released for the Atari Jaguar in 1995. It contains three versions of the game: Classic (a straight port of the arcade game), 3D (graphically upgraded and with a rotating viewpoint), and Virtual. [20] It is the only game that works with the virtual reality helmet from Virtuality.

Hasbro Interactive released a 3D remake of Missile Command for Microsoft Windows and PlayStation in 1999.

A port of Missile Command with high-definition graphics was released via Xbox Live Arcade for the Xbox 360 on July 4, 2007.

Missile Command was released for the iPhone and iPod Touch for US$5 on September 23, 2008. It includes two gameplay modes ("Ultra" and "Classic").

In March 2020, Atari released a new remake, Missile Command: Recharged, on mobile platforms, [21] the first in the Atari Recharged series. On May 27, the remake also made it to Nintendo Switch as well as home computers via Steam, [22] later on released as a launch title on the Atari VCS. [23]

An updated version of the game was announced in 2018 for the Intellivision Amico. [24] While neither the Intellivision Amico version of Missile Command nor the Amico console itself have yet released, a mobile version was announced in late 2023, as part of Intellivision's Amico Home initiative. This version was released for Android the same year, with an iOS version being announced for a later release. [25]

Clones

Contemporary Missile Command clones include Missile Defense (1981) for the Apple II, Stratos (1982) for the TRS-80, Missile Control (1983) for the BBC Micro, Repulsar (1983) for the ZX Spectrum, and Barrage (1983) for the TI-99/4A. Silas Warner programmed the 1980 clone ABM for the Apple II several years before writing Castle Wolfenstein . [1] Similarly, John Field programmed the Missile Command-like game ICBM (1981), then went on to create Axis Assassin , [1] one of the first five games published by Electronic Arts.

Atomic Command, a clone of Missile Command, is playable on the Pip-Boy interface in the Fallout 4 video game. [26]

Film connection and adaptation

The gameplay of Missile Command, specifically, the contrails left by incoming ICBMs, and the visuals of cities being destroyed by nuclear warheads on a video display screen, strongly resembles the opening nuclear war scenes from the 1977 film, Damnation Alley .

In February 2010, Atari was talking with several studios to turn Missile Command into a film. [32] 20th Century Fox acquired the rights to bring Missile Command to film the following year. [33] In May 2016, Emmett/Furla/Oasis Films closed a deal to partner with Atari to produce and finance both Centipede and Missile Command. [34]

World records

Two types of world records are monitored for the arcade version of Missile Command: Marathon and Tournament settings. Both settings allow the player to start with six cities. Marathon settings award bonus cities, while in tournament mode bonus cities are not awarded at any point in the game.

Marathon settings

In 1981, Floridian Jody Bowles played a Missile Command arcade game for 30 hours at The Filling Station Eatery in Pensacola. Bowles scored 41,399,845 points with one quarter using Marathon settings, besting the previous known record, according to Atari spokesman Mike Fournell. [35] The record was broken when Victor Ali of the United States scored 80,364,995 points in 1982.

Beginning on March 15, 2013, Victor Sandberg of Sweden scored 81,796,035 points live on Twitch after 56 hours of play. [36] On December 27 of the same year, Sandberg started a 71-hour and 41 minute game with a score of 103,809,990—10 points short of getting an additional 176 cities. [36]

Tournament settings

On July 3, 1985, Roy Shildt of Los Angeles set a world record in tournament-set Missile Command, with a score of 1,695,265, as verified by Twin Galaxies. This score, as well it earning his induction into the Video Game Hall of Fame, were published in the 1986 Guinness Book of World Records. [37]

After more than 20 years, on March 9, 2006, UK-based gamer Tony Temple set a new world record of 1,967,830 points, also with Tournament settings as confirmed by Twin Galaxies. Temple's score was published in the 2008 Guinness Book of World Records Gamer's Edition, although Guinness noted that the score was controversial due to Temple playing on game settings that increased cursor speed and was therefore easier than those of Roy Shildt, the previous record holder. [38] Tony Temple increased his world record on two occasions, culminating in a score of 4,472,570[ citation needed ] in 2 hours and 57 minutes–verified on September 9, 2010. This is the first verified time that a player passed wave 256 under tournament settings; the game difficulty starts over at wave 1 again.

See also

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