Video Game: 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 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 (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
, 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. It later resurfaced
and was shown to the public in 2012, for the first time in 30 years.
Missile Command has examples of:
- Adapted Out: The bombers and killsats do not appear in the Atari 2600 version due to memory limitations.
- Atari 2600: One of its most popular games, even when stripped down to the memory constraints and game controls of the system.
- Atomic Hate
- Cold War: Who knew an arcade game could have a political message?
- Cosmetic Award: If you make the high score screen, you'll bypass the usual Game Over screen. However, this was only in the arcade version.
- Destructible Projectiles: The whole point of the gameplay.
- Earth-Shattering Kaboom
- The Eighties: 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 the post-Cold War period.
- Endless Game: Because in a war fought with nuclear missiles, nobody really wins.
- Failure Is the Only Option
- It's a Wonderful Failure: THE END
- Game Over: Only here, it's not just the end of the game, it's the end of civilization itself.
- Hopeless War
- Kill 'em All
- Macross Missile Massacre: Taken to its Logical Extreme, especially considering the times.
- Missiles Fall, Everyone Dies
- Palette Swap: To shake things up every few levels.
- Pragmatic Adaptation: 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.
- Protection Mission
- Recursive Ammo: MIRV missiles
- Unwinnable by Design: 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.
- Video Game Caring Potential: It's pretty standard practice for players to name the six cities after cities and towns they're familiar with. (According to Dave Theurer, the developer, this was an intentional design decision.)