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->''"I'd wake up in the middle of the night from a nightmare where I'd see these streaks coming in, and I'd be up in the Santa Cruz mountains, and I'd see it hit Sunnyvale and I'd know I had about 45 seconds until the blast reached me. I had those nightmares once a month for a year after I finished Missile Command."''

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->''"I'd -->''"I'd wake up in the middle of the night from a nightmare where I'd see these streaks coming in, and I'd be up in the Santa Cruz mountains, and I'd see it hit Sunnyvale and I'd know I had about 45 seconds until the blast reached me. I had those nightmares once a month for a year after I finished Missile Command."''
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-->''"And what happens when you inevitably lose? The game eschews the typical "Game Over" screen found in almost every arcade game of its day for something a lot darker. With two symbols, it reinforces the horror of what's occurred in a way that most modern games fail to do with pages of script. It simply says "'''[[TheEndOfTheWorldAsWeKnowIt THE END]]'''", across the flash of an incoming explosion."''

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-->''"And what happens when you inevitably lose? The game eschews the typical "Game Over" screen found in almost every arcade game of its day for something a lot darker. With two symbols, '''two symbols''', it reinforces the horror of what's occurred in a way that most modern games fail to do with pages of script. It simply says "'''[[TheEndOfTheWorldAsWeKnowIt THE END]]'''", across the flash of an incoming explosion."''

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* NightmareFuel: The GameOver screen. [[http://www.polygon.com/features/2013/8/15/4528228/missile-command-dave-theurer The programmer, Dave Theurer, actually had nightmares of nuclear war for years after working on the game.]]

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* NightmareFuel: The GameOver screen. As [[WebAnimation/ExtraCredits Daniel Floyd]] put it...
-->''"And what happens when you inevitably lose? The game eschews the typical "Game Over" screen found in almost every arcade game of its day for something a lot darker. With two symbols, it reinforces the horror of what's occurred in a way that most modern games fail to do with pages of script. It simply says "'''[[TheEndOfTheWorldAsWeKnowIt THE END]]'''", across the flash of an incoming explosion."''
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[[http://www.polygon.com/features/2013/8/15/4528228/missile-command-dave-theurer The Not to mention, David Theurer, the game's head programmer, Dave Theurer, actually had nightmares of nuclear war for years after working on the game.]]]]
->''"I'd wake up in the middle of the night from a nightmare where I'd see these streaks coming in, and I'd be up in the Santa Cruz mountains, and I'd see it hit Sunnyvale and I'd know I had about 45 seconds until the blast reached me. I had those nightmares once a month for a year after I finished Missile Command."''
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* NightmareFuel: The GameOver screen. The programmer actually had nightmares of nuclear war while working on this game.

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* NightmareFuel: The GameOver screen. [[http://www.polygon.com/features/2013/8/15/4528228/missile-command-dave-theurer The programmer programmer, Dave Theurer, actually had nightmares of nuclear war while for years after working on this the game.]]
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* GoddamnedBats: The missile-dodging smart bombs in later levels)

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* GoddamnedBats: The missile-dodging smart bombs in later levels)levels.
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* GoddamnedBats (The missile-dodging smart bombs in later levels)
* HighOctaneNightmareFuel (The GameOver screen. The programmer actually had nightmares of nuclear war while working on this game.)

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* GoddamnedBats (The GoddamnedBats: The missile-dodging smart bombs in later levels)
* HighOctaneNightmareFuel (The NightmareFuel: The GameOver screen. The programmer actually had nightmares of nuclear war while working on this game.)
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* NightmareFuel (The GameOver screen. The programmer actually had nightmares of nuclear war while working on this game.)

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* NightmareFuel HighOctaneNightmareFuel (The GameOver screen. The programmer actually had nightmares of nuclear war while working on this game.)

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