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In 1995, as a part of Atari Corp.'s 2000 series, an updated game called ''Missile Command 3D''. It follows a similar premise, only its now about a group of space colonists settling on a new planet, being attacked by an alien race.
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THE END

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'''[[JustForFun/TVTropesWillRuinYourLife THE ENDEND]]'''
Tabs MOD

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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* KillEmAll: The cities you will protect ''will'' be destroyed, and everyone living in them ''will'' die. It's a matter of [[EndlessGame how long you can stave off the inevitable]].
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A remastered version, ''[[https://store.steampowered.com/app/1292010/Missile_Command_Recharged/ Missile Command: Recharged]]'', was released on mobile, then later ported to PC and consoles.
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* ChainReactionDestruction: Part of the strategy is that even though you have a limited number of missiles, you try to destroy the missiles at the edge of your explosion, because ''their'' explosion can take out ''other'' missiles, causing a chain reaction of explosions. Since you get bonus points for unlaunched missiles, it also aids your score.

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''Missile Command'' (1980) was the most violent video game ever released, at least until ''VideoGame/{{DEFCON}}'' came along. ''Missile Command'' portrayed a stark view of nuclear war at the height of UsefulNotes/ColdWar paranoia. The player was given command of three anti-ballistic missile bases, with which six otherwise defenseless cities had to be defended against wave after wave of [=ICBMs=], nuclear bombers, and orbital battle stations. The game featured simple yet realistic animations of mushroom clouds wiping out entire cities whenever the player failed to intercept an incoming warhead, and a nightmarish explosion effect when the player [[EndlessGame (inevitably)]] finally lost the game.

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''Missile Command'' (1980) was was, at the time of its release, the most violent video game ever released, of all time -- at least until ''VideoGame/{{DEFCON}}'' came along. along.

''Missile Command'' portrayed a stark view of nuclear war at the height of UsefulNotes/ColdWar paranoia. The player was given command of three anti-ballistic missile bases, with which six otherwise defenseless cities had to be defended against wave after wave of [=ICBMs=], nuclear bombers, and orbital battle stations. The game featured simple yet realistic animations of mushroom clouds wiping out entire cities whenever the player failed to intercept an incoming warhead, and a nightmarish explosion effect when the player [[EndlessGame (inevitably)]] finally lost the game.
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THE END
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* VideoGameCrueltyPotential: Defied. According to developer David Theurer, "Realizing that the bombs would kill all of the people in the targeted city, I did not want to put the player in the position of being a genocidal maniac,"
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->''"What's the bluntest point made by this game? That you can't win. No matter how many stages you survive, or how much time you spend playing, you can't beat Missile Command. Nuclear war has no winners. Your job is futile, but you do it anyway because you can buy people a few more minutes of hope."''

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->''"What's the bluntest point made by this game? [[UnwinnableTrainingSimulation That you can't win. win.]] No matter how many stages you survive, or how much time you spend playing, you can't beat Missile Command. Nuclear war has no winners. Your job is futile, but you do it anyway because you can buy people a few more minutes of hope."''

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* ChainReactionDestruction: Part of the strategy is that even though you have a limited number of missiles, you try to destroy the missiles at the edge of your explosion, because ''their'' explosion can take out ''other'' missiles, causing a chain reaction of explosions. Since you get bonus points for unlaunched missiles, it also aids your score.



* HoistedByHisOwnPetard: Part of the strategy is that even though you have a limited number of missiles, you try to destroy the missiles at the edge of your explosion, because ''their'' explosion can take out ''other'' missiles, causing a chain reaction of explosions. Since you get bonus points for unlaunched missiles, it also aids your score.
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* HoistedByHisOwnPetard: Part of the strategy is that even though you have a limited number of missiles, you try to destroy the missiles at the edge of your explosion, because ''their'' explosion can take out ''other'' missiles, causing a chain reaction of explosions. Since you get bonus points for unlaunched missiles, it also aids your score.
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-->-- '''Daniel Floyd''', ''WebAnimation/ExtraCredits'', "[[https://www.youtube.com/watch?v=JQJA5YjvHDU Narrative Mechanics]]"

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-->-- '''Daniel Floyd''', ''WebAnimation/ExtraCredits'', "[[https://www.[[https://www.youtube.com/watch?v=JQJA5YjvHDU Narrative Mechanics]]"
"Narrative Mechanics"]]
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* PragmaticAdaptation: The Atari 2600, 5200, and 8-bit computer versions were modified to have missiles fired from one single base instead of three. The Game Boy version by Accolade modified it to have two missile bases.

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* PragmaticAdaptation: The Atari 2600, 5200, and 8-bit computer versions were modified to have missiles fired from one single base instead of three. The Atari 2600 version also included variations for choosing the speed of your missile target tracker, since there wasn't an optional trackball controller to use with the game like the arcade original until a few years later. The Game Boy version by Accolade modified it to have two missile bases.

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* {{Bowdlerization}}:
** The Atari 2600 port changes the story so that you're no longer defending Earth cities from nuclear armageddon at the hands of (presumably) the Russians, you're on the planet Zardon defending alien cities from the Krylons. The 5200 goes even further and explicitly says that Krylon wants to ''conquer'' Zardon for its resources, not destroy it (though the Zardon civilization is still being destroyed).
** In what was probably not intentional (but instead due to memory and CPU limitations), the 2600 version also removes the "THE END" text from the end of the game, just having the sky flash brightly a few times, which makes it look a lot like the ''victory'' screens of games like ''VideoGame/{{Adventure}}'' or ''VideoGame/HauntedHouse''.



* ItsAWonderfulFailure: The GameOver screen is a loud explosion which reveals the words "'''{{THE END}}'''"--not just the end of the game, but ''the end of civilization itself''.

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* ItsAWonderfulFailure: The GameOver screen is a loud explosion which reveals the words "'''{{THE END}}'''"--not END}}'''", implying not just the end of the game, but ''the end of civilization itself''.
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-->-- '''Daniel Floyd''', ''WebVideo/ExtraCredits'', "[[https://www.youtube.com/watch?v=JQJA5YjvHDU Narrative Mechanics]]"

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-->-- '''Daniel Floyd''', ''WebVideo/ExtraCredits'', ''WebAnimation/ExtraCredits'', "[[https://www.youtube.com/watch?v=JQJA5YjvHDU Narrative Mechanics]]"
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typos


* AtomicHate: The game is all about nuclear missiles, more specifically shooting them out of the sky to prevent armageddon.

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* AtomicHate: The game is all about nuclear missiles, more specifically shooting them out of the sky to prevent armageddon.Armageddon.



* ItsAWonderfulFailure: The GameOver screen is a loud explosion which reveals the words '''{{THE END}}'''--not just the end of the game, but ''the end of civilization itself''.

to:

* ItsAWonderfulFailure: The GameOver screen is a loud explosion which reveals the words '''{{THE END}}'''--not "'''{{THE END}}'''"--not just the end of the game, but ''the end of civilization itself''.



* KillEmAll: The cities you will protect ''will'' be destroyed, and everyone living in it ''will'' die. It's a matter of [[EndlessGame how long you can stave off the inevitable]].

to:

* KillEmAll: The cities you will protect ''will'' be destroyed, and everyone living in it them ''will'' die. It's a matter of [[EndlessGame how long you can stave off the inevitable]].

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%%
%%
%% ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
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%%* AtomicHate

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%%* AtomicHate* AtomicHate: The game is all about nuclear missiles, more specifically shooting them out of the sky to prevent armageddon.



%%* EarthShatteringKaboom

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%%* EarthShatteringKaboom* EarthShatteringKaboom: In the context of a nuclear war, the famous "TheEnd" explosion is implied to be this.



* EndlessGame: Because in a war fought with nuclear missiles, [[{{Unwinnable}} nobody really wins]].
%%* FailureIsTheOnlyOption
%%* ItsAWonderfulFailure: '''THE END'''
* GameOver: Only here, it's not just the end of the game, it's ''the end of civilization itself''.
%%* HopelessWar
%%* KillEmAll

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* EndlessGame: Because in a war fought with nuclear missiles, [[{{Unwinnable}} [[UnwinnableByDesign nobody really wins]].
%%* FailureIsTheOnlyOption
%%*
* FailureIsTheOnlyOption: No matter how many you destroy, [[UnwinnableByDesign the missiles will just keep coming until you lose]].
*
ItsAWonderfulFailure: '''THE END'''
* GameOver: Only here, it's not
The GameOver screen is a loud explosion which reveals the words '''{{THE END}}'''--not just the end of the game, it's but ''the end of civilization itself''.
%%* HopelessWar
%%* KillEmAll
* HopelessWar: [[UnwinnableByDesign There is no hope for victory against the enemy]]; all you can do is intercept nukes until civilization is destroyed.
* KillEmAll: The cities you will protect ''will'' be destroyed, and everyone living in it ''will'' die. It's a matter of [[EndlessGame how long you can stave off the inevitable]].



%%* ProtectionMission
%%* RecursiveAmmo: MIRV missiles

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%%* ProtectionMission
%%*
* ProtectionMission: You must protect your cities from a nuclear attack. [[EndlessGame Forever.]]
*
RecursiveAmmo: MIRV missilesmissiles will split into multiple smaller missiles which rain down on your cities if you don't blast them.
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Work titles are not displayed in bold.


'''''Missile Command''''' (1980) was the most violent video game ever released, at least until ''VideoGame/{{DEFCON}}'' came along. ''Missile Command'' portrayed a stark view of nuclear war at the height of UsefulNotes/ColdWar paranoia. The player was given command of three anti-ballistic missile bases, with which six otherwise defenseless cities had to be defended against wave after wave of [=ICBMs=], nuclear bombers, and orbital battle stations. The game featured simple yet realistic animations of mushroom clouds wiping out entire cities whenever the player failed to intercept an incoming warhead, and a nightmarish explosion effect when the player [[EndlessGame (inevitably)]] finally lost the game.

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'''''Missile Command''''' ''Missile Command'' (1980) was the most violent video game ever released, at least until ''VideoGame/{{DEFCON}}'' came along. ''Missile Command'' portrayed a stark view of nuclear war at the height of UsefulNotes/ColdWar paranoia. The player was given command of three anti-ballistic missile bases, with which six otherwise defenseless cities had to be defended against wave after wave of [=ICBMs=], nuclear bombers, and orbital battle stations. The game featured simple yet realistic animations of mushroom clouds wiping out entire cities whenever the player failed to intercept an incoming warhead, and a nightmarish explosion effect when the player [[EndlessGame (inevitably)]] finally lost the game.
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Trope and pothole misuse.


* [[RocksFallEveryoneDies Missiles Fall, Everyone Dies]]
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* UsefulNotes/{{Atari 2600}}: One of its most popular games, even when stripped down to the memory constraints and game controls of the system.



* UsefulNotes/ColdWar: Who knew an arcade game could have a political message?

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Commented out Zero Context Examples.


%%
%%
%% ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
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* AtomicHate

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* %%* AtomicHate



* EarthShatteringKaboom

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* %%* EarthShatteringKaboom



* FailureIsTheOnlyOption
* ItsAWonderfulFailure: '''THE END'''

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* %%* FailureIsTheOnlyOption
* %%* ItsAWonderfulFailure: '''THE END'''



* HopelessWar
* KillEmAll

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* %%* HopelessWar
* %%* KillEmAll



* ProtectionMission
* RecursiveAmmo: MIRV missiles

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* %%* ProtectionMission
* %%* RecursiveAmmo: MIRV missiles
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Potholes are not allowed in page quotes.


->''"What's the bluntest point made by this game? That you can't win. No matter how many stages you survive, or how much time you spend playing, you can't beat Missile Command. Nuclear war has no winners. [[DoNotGoGentle Your job is futile, but you do it anyway because you can buy people a few more minutes of hope.]]"''

to:

->''"What's the bluntest point made by this game? That you can't win. No matter how many stages you survive, or how much time you spend playing, you can't beat Missile Command. Nuclear war has no winners. [[DoNotGoGentle Your job is futile, but you do it anyway because you can buy people a few more minutes of hope.]]"''"''
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* ScoreMultiplier: Point values for objects increase by x times its normal value every two waves, up to wave 11, where it remains at 6 times its normal value.
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* BadassPacifist: In the first game, at least, you can only fire back in self-defense; you can't actually attack whichever country is firing missiles at you.
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Patched a broken link.


-->-- '''Daniel Floyd''', ''WebVideo/ExtraCredits'', "[[http://penny-arcade.com/patv/episode/narrative-mechanics Narrative Mechanics]]"

to:

-->-- '''Daniel Floyd''', ''WebVideo/ExtraCredits'', "[[http://penny-arcade.com/patv/episode/narrative-mechanics "[[https://www.youtube.com/watch?v=JQJA5YjvHDU Narrative Mechanics]]"
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* ColdWar: Who knew an arcade game could have a political message?

to:

* ColdWar: UsefulNotes/ColdWar: Who knew an arcade game could have a political message?
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None


'''''Missile Command''''' (1980) was the most violent video game ever released, at least until ''VideoGame/{{DEFCON}}'' came along. ''Missile Command'' portrayed a stark view of nuclear war at the height of ColdWar paranoia. The player was given command of three anti-ballistic missile bases, with which six otherwise defenseless cities had to be defended against wave after wave of [=ICBMs=], nuclear bombers, and orbital battle stations. The game featured simple yet realistic animations of mushroom clouds wiping out entire cities whenever the player failed to intercept an incoming warhead, and a nightmarish explosion effect when the player [[EndlessGame (inevitably)]] finally lost the game.

to:

'''''Missile Command''''' (1980) was the most violent video game ever released, at least until ''VideoGame/{{DEFCON}}'' came along. ''Missile Command'' portrayed a stark view of nuclear war at the height of ColdWar UsefulNotes/ColdWar paranoia. The player was given command of three anti-ballistic missile bases, with which six otherwise defenseless cities had to be defended against wave after wave of [=ICBMs=], nuclear bombers, and orbital battle stations. The game featured simple yet realistic animations of mushroom clouds wiping out entire cities whenever the player failed to intercept an incoming warhead, and a nightmarish explosion effect when the player [[EndlessGame (inevitably)]] finally lost the game.
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None


* {{Atari 2600}}: One of its most popular games, even when stripped down to the memory constraints and game controls of the system.

to:

* {{Atari UsefulNotes/{{Atari 2600}}: One of its most popular games, even when stripped down to the memory constraints and game controls of the system.

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[[caption-width-right:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[note]][[MoodWhiplash unless you make the high score list.]][[/note]]]]

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[[caption-width-right:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EndlessGame only]] [[EarthShatteringKaboom one way]]...[[note]][[MoodWhiplash unless you make the high score list.]][[/note]]]]



'''''Missile Command''''' (1980) was the most violent video game ever released, at least until ''{{DEFCON}}'' came along. ''Missile Command'' portrayed a stark view of nuclear war at the height of ColdWar paranoia. The player was given command of three anti-ballistic missile bases, with which six otherwise defenseless cities had to be defended against wave after wave of [=ICBMs=], nuclear bombers, and orbital battle stations. The game featured simple yet realistic animations of mushroom clouds wiping out entire cities whenever the player failed to intercept an incoming warhead, and a nightmarish explosion effect when the player [[EndlessGame (inevitably)]] finally lost the game.

GCC created an enhancement kit called ''Super Missile Attack'' for ''Missile Command'' machines. Atari was not amused and sued GCC. They settled on GCC producing three games for Atari (Food Fight, Quantum, and a never-finished game).

Just a year later (1982), a sequel for two players competing to destroy each other was prototyped and tested, but ultimately never released. [[http://www.gamesetwatch.com/2011/07/missile_command_2_to_debut_at_.php It has recently resurfaced]] and will be shown to the public in 2012, the first time in 30 years.

to:

'''''Missile Command''''' (1980) was the most violent video game ever released, at least until ''{{DEFCON}}'' ''VideoGame/{{DEFCON}}'' came along. ''Missile Command'' portrayed a stark view of nuclear war at the height of ColdWar paranoia. The player was given command of three anti-ballistic missile bases, with which six otherwise defenseless cities had to be defended against wave after wave of [=ICBMs=], nuclear bombers, and orbital battle stations. The game featured simple yet realistic animations of mushroom clouds wiping out entire cities whenever the player failed to intercept an incoming warhead, and a nightmarish explosion effect when the player [[EndlessGame (inevitably)]] finally lost the game.

GCC created an enhancement kit called ''Super Missile Attack'' for ''Missile Command'' machines. Atari was not amused and sued GCC. They settled on GCC producing three games for Atari (Food Fight, Quantum, (''Food Fight'', ''Quantum'', and a never-finished game).

Just a year later (1982), a sequel for two players competing to destroy each other was prototyped and tested, but ultimately never released. [[http://www.gamesetwatch.com/2011/07/missile_command_2_to_debut_at_.php It has recently later resurfaced]] and will be was shown to the public in 2012, for the first time in 30 years.



* PragmaticAdaptation: The Atari 2600, 5200, and 8-bit computer versions were modified to have missiles fired from one single base instead of three. The Gameboy version by Accolade modified it to have two missile bases.

to:

* PragmaticAdaptation: The Atari 2600, 5200, and 8-bit computer versions were modified to have missiles fired from one single base instead of three. The Gameboy Game Boy version by Accolade modified it to have two missile bases.



* VideoGameCaringPotential: It's pretty standard practice for players to name the six cities after cities and town they're familiar with. ([[http://www.polygon.com/features/2013/8/15/4528228/missile-command-dave-theurer According to Dave Theurer, the developer, this was an intentional design decision.]])

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* VideoGameCaringPotential: It's pretty standard practice for players to name the six cities after cities and town towns they're familiar with. ([[http://www.polygon.com/features/2013/8/15/4528228/missile-command-dave-theurer According to Dave Theurer, the developer, this was an intentional design decision.]])]])
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