About Missile Command
Missile Command is a classic arcade game released by Atari in 1980. You control three anti-missile batteries defending six cities from waves of incoming ballistic missiles. The game was designed by Dave Theurer and became one of the most iconic games of the golden age of arcade games.
The game's premise is simple yet terrifying: protect your cities from nuclear annihilation. As waves of missiles rain down from the sky, you must strategically place explosions to intercept them before they reach their targets. The tension builds with each wave as missiles become faster and more numerous.
How to Play Missile Command
Click anywhere on the screen to launch an anti-missile from your battery. The missile will travel to that point and explode, creating a blast radius that destroys any enemy missiles caught within it. Your goal is to protect all six cities at the bottom of the screen.
In the original arcade version, you controlled three separate missile batteries with a trackball. Each battery had limited ammunition, and you had to choose which battery to fire from based on the trajectory of incoming missiles. Our browser version simplifies this with a single battery but maintains the core strategic gameplay.
Game Mechanics
- Anti-Missiles: Your defensive weapons travel to the clicked location and explode
- Blast Radius: Explosions expand and then contract - time your shots to catch multiple missiles
- Cities: Six cities to defend - lose them all and it's game over
- Waves: Each wave brings more missiles at faster speeds
- Bonus Cities: Earn extra cities at 10,000 and 15,000 points
Strategy Tips
- Lead your targets: Missiles take time to reach their destination - aim ahead of incoming threats
- Create chain reactions: Detonate near multiple incoming missiles for efficient defense
- Prioritize threats: Focus on missiles heading for cities, not empty ground
- Conserve ammunition: Unused missiles give bonus points at wave end
- Watch for MIRVs: Some missiles split into multiple warheads - target them early
- Protect the center: Losing middle cities makes defense harder
Scoring System
- Destroyed missile: 25 points
- Destroyed bomber: 100 points
- Destroyed satellite: 100 points
- Surviving city (end of wave): 100 points × wave multiplier
- Unused missile (end of wave): 5 points × wave multiplier
Game History
Missile Command was released during the Cold War era and reflected the nuclear anxiety of the time. Designer Dave Theurer reportedly had nightmares about nuclear war while developing the game. The original concept was even darker - the game was initially called "Armageddon" and had no way to win, only delay the inevitable destruction.
The game became one of Atari's most successful titles, earning over $100 million in its first year. It pioneered the use of a trackball controller in arcade games and influenced countless tower defense and strategy games that followed. The game has been ported to numerous platforms including Atari 2600, Game Boy, PlayStation, and mobile devices.
Cultural Impact
Missile Command became a cultural touchstone of the Cold War era. The game's bleak premise - defending against nuclear attack with no possibility of ultimate victory - resonated with players living under the threat of mutually assured destruction. The famous "THE END" screen that appears when all cities are destroyed became one of gaming's most memorable moments.
The game has been referenced in movies, TV shows, and other video games. It was featured prominently in the 2015 film "Pixels" and has been cited as an influence by numerous game designers. In 2020, Missile Command was inducted into the World Video Game Hall of Fame.