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

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

''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.

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 later resurfaced]] and was shown to the public in 2012, for the first time in 30 years.
!!''Missile Command'' has examples of:
* AdaptedOut: The bombers and killsats do not appear in the Atari 2600 version due to memory limitations.
%%* AtomicHate
* 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.
* 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: The whole point of the gameplay.
%%* 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]].
%%* 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
* MacrossMissileMassacre: Taken to its LogicalExtreme, especially considering the times.
* PaletteSwap: To shake things up every few levels.
* 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.
%%* ProtectionMission
%%* RecursiveAmmo: MIRV missiles
* 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.
* 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.
* VideoGameCaringPotential: It's pretty standard practice for players to name the six cities after cities and 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.]])