Missile Command 1980

MISSILE COMMAND

Atari 1980 · Dave Theurer · 256×231
AIM
Mouse, or ←↓↑→ for a slower sweep.
LAUNCH
A Alpha · S Delta · D Omega — or left / middle / right click.
DELTA IS FASTER
The centre battery throws an ABM at nearly twice the speed. It is the only one that reliably catches a smart bomb.
START
SPACE to insert coin. P pauses. M mutes.

WHAT THIS IS

A faithful reconstruction, not an impression. The wave counts, missile speeds, smart-bomb budgets, flier cadences and the ten rotating colour sets are read straight from Andy McFadden’s annotated disassembly of the 1980 ROM — wave 1 sends 12 ICBMs at one pixel every 4.8 frames; wave 15 sends 18 at one pixel per frame and never gets slower again.

Theurer built it in six months from a one-line brief: a radar screen, missiles inbound. He refused to name either country and refused to let you attack — “I did not want to put the player in a position of being a genocidal maniac.” He had nuclear nightmares for a year afterwards. It was the first colour game Atari ever shipped, and roughly 20,000 cabinets went out.

THE RULES BEHIND THE RULES

WAVE TABLE — AS SHIPPED

WaveICBMsFrames / pxSmart bombsScore ×Palette

SCORING

ON FILM

Reconstruction from public documentation of the 1980 Atari arcade original. Not affiliated with or endorsed by Atari. Wave, colour and timing data courtesy of the 6502disassembly.com project.