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* AdaptedOut: The bombers and killsats do not appear in the Atari 2600 version due to memory limitations.
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* AdaptedOut: The bombers and killsats do not appear in the Atari 2600 version due to memory limitations.
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* AdaptedOut: The bombers and killsats do not appear in the Atari 2600 version due to memory limitations.
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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 Gameboy version by Accolade modified it to have two missile bases.
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Trope.
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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? 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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The six cities are on the Trivia page; moving other tropes now.
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* UrbanLegendOfZelda: Rumors in arcades in the early 80s convinced several teens that [=NORAD=] [[IKnowMortalKombat kept track of high scorers]], just in case.
* VideoGameCaringPotential: It's pretty standard practice for players to name the six cities after cities and town they're familiar with. Hell, the lead programmer himself did it too (see below).
* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities[[note]]Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego.[[/note]] and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.
* WorkingTitle: The game was originally called ''Armageddon'' but was changed at the last minute.
* VideoGameCaringPotential: It's pretty standard practice for players to name the six cities after cities and town they're familiar with. Hell, the lead programmer himself did it too (see below).
* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities[[note]]Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego.[[/note]] and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.
* WorkingTitle: The game was originally called ''Armageddon'' but was changed at the last minute.
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* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities[[note]]Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego.[[/note]] and the idea of reloading the missile bases by train
* WorkingTitle: The game was originally called ''Armageddon'' but was changed at the last minute.
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* {{Atari 2600}}
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* {{Atari 2600}}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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* GameOver
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* GameOverGameOver: Only here, it's not just the end of the game, it's ''the end of civilization itself''.
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* UrbanLegendOfZelda: Rumors in arcades in the early 80s convinced several teens that [=NORAD=] kept track of high scorers, just in case.
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* UrbanLegendOfZelda: Rumors in arcades in the early 80s convinced several teens that [=NORAD=] [[IKnowMortalKombat kept track of high scorers, scorers]], just in case.
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* UnwinnableByDesign: No matter how good you are, and no matter how long you manage to hold out, eventually you will lose. There is no way to win the game.
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Missile Command (1980) was the most violent video game ever released, at least until ''{{DEFCON}}'' came along. MissileCommand 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.
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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]] [[EarthShatteringKaboom one way]]...[[note]][[MoodWhiplash unless you make the high score list.[[/note]]]]
]][[/note]]]]
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Hottip cleanup.
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[[caption-width-right:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:[[MoodWhiplash unless you make the high score list.]]]]
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[[caption-width-right:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:[[MoodWhiplash [[note]][[MoodWhiplash unless you make the high score list.]]]]
[[/note]]]]
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* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities[[hottip:*:Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego.]] and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.
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* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities[[hottip:*:Eureka, cities[[note]]Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego.]] [[/note]] and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.
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* DestructibleProjectiles: CaptainObvious, duh. {{Justified|Trope}}.
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* DestructibleProjectiles: CaptainObvious, duh. {{Justified|Trope}}.The whole point of the gameplay.
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* WorkingTitle: The game was originally called ''{{Armageddon}}'' but was changed at the last minute.
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* WorkingTitle: The game was originally called ''{{Armageddon}}'' ''Armageddon'' but was changed at the last minute.
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* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities[[hottip:*:Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego.]] and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.
to:
* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities[[hottip:*:Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego.]] and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.dropped.
* WorkingTitle: The game was originally called ''{{Armageddon}}'' but was changed at the last minute.
* WorkingTitle: The game was originally called ''{{Armageddon}}'' but was changed at the last minute.
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* VideoGameCaringPotential: It's pretty standard practice for players to name the six cities after cities and town they're familiar with. Hell, the lead programmer himself did it too (see below).
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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 shown to the public in 2012, the first time in 30 years.
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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.
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[[caption-width-right:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:[[MoodWhiplash unless you make the high score list.]]]]]]
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[[caption-width-right:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:[[MoodWhiplash unless you make the high score list.]]]]]]
]]]]
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[[caption-width-right:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:unless you make the high score list.]]]]
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[[caption-width-right:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:unless [[hottip:*:[[MoodWhiplash unless you make the high score list.]]]]
]]]]]]
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* DestructibleProjectiles: CaptainObvious, duh. {{Justified}}.
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* DestructibleProjectiles: CaptainObvious, duh. {{Justified}}.{{Justified|Trope}}.
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* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities [[hottip:*:Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego.]] and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.
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* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities [[hottip:*:Eureka, cities[[hottip:*:Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego.]] and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.
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* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.
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* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities [[hottip:*:Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego.]] and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.
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* MacrossMissileMassacre: Taken to its LogicalExtreme, especially considering the times.
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http://static.tvtropes.org/pmwiki/pub/images/mcommand.png
[[caption-width:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:unless you make the high score list.]]]]
[[caption-width:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:unless you make the high score list.]]]]
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[[caption-width:256:This
[[caption-width-right:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:unless you make the high score list.]]]]
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--> ''[[http://penny-arcade.com/patv/episode/narrative-mechanics]], [[ExtraCredits Extra Credits]]''
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The most violent video game ever released (at least until ''{{DEFCON}}'' came along), MissileCommand portrayed a stark view of nuclear war at the height of Cold War 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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New style is to set off example explanations with colon, not parentheses. This allows multi-sentence explanations when needed.
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* ColdWar (Who knew an arcade game could have a political message?)
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* ColdWar (Who ColdWar: Who knew an arcade game could have a political message?)message?
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* PaletteSwap
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* PaletteSwapPaletteSwap: To shake things up every few levels.
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* RecursiveAmmo (MIRV missiles)'
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* RecursiveAmmo (MIRV missiles)'RecursiveAmmo: MIRV missiles
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http://static.tvtropes.org/pmwiki/pub/images/mcommand.png
[[caption-width:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:unless you make the high score list.]]]]
->''"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."''
--> ''[[http://penny-arcade.com/patv/episode/narrative-mechanics]], [[ExtraCredits Extra Credits]]''
The most violent video game ever released (at least until ''{{DEFCON}}'' came along), MissileCommand portrayed a stark view of nuclear war at the height of Cold War 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 shown to the public in 2012, the first time in 30 years.
----
!!''Missile Command'' has examples of:
* {{Atari 2600}}
* AtomicHate
* ColdWar (Who knew an arcade game could have a political message?)
* CosmeticAward: If you make the high score screen, you'll bypass the usual Game Over screen. However, this was only in the arcade version.
* DestructibleProjectiles: CaptainObvious, duh. {{Justified}}.
* EarthShatteringKaboom
* TheEighties: Because let's be honest, a game that focuses on preventing Nuclear Armageddon would never have been as popular if it had been released in [[TheNineties the post-Cold War period]].
* EndlessGame: Because in a war fought with nuclear missiles, [[{{Unwinnable}} nobody really wins]].
* ItsAWonderfulFailure: '''THE END'''
* GameOver
* [[RocksFallEveryoneDies Missiles Fall, Everyone Dies]]
* PaletteSwap
* ProtectionMission
* RecursiveAmmo (MIRV missiles)'
* UrbanLegendOfZelda: Rumors in arcades in the early 80s convinced several teens that [=NORAD=] kept track of high scorers, just in case.
* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.
[[caption-width:256:This can [[EndlessGame only]] [[ItsAWonderfulFailure end]] [[EarthShatteringKaboom one way]]...[[hottip:*:unless you make the high score list.]]]]
->''"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."''
--> ''[[http://penny-arcade.com/patv/episode/narrative-mechanics]], [[ExtraCredits Extra Credits]]''
The most violent video game ever released (at least until ''{{DEFCON}}'' came along), MissileCommand portrayed a stark view of nuclear war at the height of Cold War 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 shown to the public in 2012, the first time in 30 years.
----
!!''Missile Command'' has examples of:
* {{Atari 2600}}
* AtomicHate
* ColdWar (Who knew an arcade game could have a political message?)
* CosmeticAward: If you make the high score screen, you'll bypass the usual Game Over screen. However, this was only in the arcade version.
* DestructibleProjectiles: CaptainObvious, duh. {{Justified}}.
* EarthShatteringKaboom
* TheEighties: Because let's be honest, a game that focuses on preventing Nuclear Armageddon would never have been as popular if it had been released in [[TheNineties the post-Cold War period]].
* EndlessGame: Because in a war fought with nuclear missiles, [[{{Unwinnable}} nobody really wins]].
* ItsAWonderfulFailure: '''THE END'''
* GameOver
* [[RocksFallEveryoneDies Missiles Fall, Everyone Dies]]
* PaletteSwap
* ProtectionMission
* RecursiveAmmo (MIRV missiles)'
* UrbanLegendOfZelda: Rumors in arcades in the early 80s convinced several teens that [=NORAD=] kept track of high scorers, just in case.
* WhatCouldHaveBeen: The cities in MissileCommand were originally based on California cities and the idea of reloading the missile bases by train was considered. An additional set of levels involving firing back at the never-seen enemy was also dropped.