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Missile command 2
Missile command 2








missile command 2
  1. Missile command 2 manual#
  2. Missile command 2 series#

Missile Command was released for the Atari 8-bit family in 1981 and an identical version for the Atari 5200 in 1982. This Easter egg is originally documented in Atari Age (Volume 1, issue #2) in a letter to the editor by Joseph Nickischer, and is the second one publicly acknowledged by Atari. On level 13, if the player uses all of his or her missiles without scoring any points, at the end of the game the city on the right will turn into "RF" - the initials of the programmer Rob Fulop. The original arcade game contains no reference to these worlds.

Missile command 2 manual#

The game's instruction manual describes a war between two planets: Zardon (the defending player) and Krytol. Missile Command was ported to the Atari 2600 in 1981. While programming Missile Command, the lead programmer, Dave Theurer, suffered from nightmares of these cities being destroyed by a nuclear blast. Later in development the names of the cities varied depending on the game level being played, but eventually city names were removed completely. When the game was originally designed, the six cities were meant to represent six cities in California : Eureka, San Francisco, San Luis Obispo, Santa Barbara, Los Angeles, and San Diego. This conclusion is skipped, however, if the player makes the high score list and the game prompts the player to enter their initials. On conclusion of the game, the screen displays "The End", rather than "Game Over", signifying that "in the end, all is lost. The game, then, is just a contest in seeing how long the player can survive. Like most early arcade games, there is no way to "win" the enemy weapons become faster and more prolific with each new level.

missile command 2

The game inevitably ends once all six cities are destroyed and the player neither has any in reserve nor fails to earn one during the current level. The scoring multiplier begins at 1x and advances by 1x after every second level, to a maximum of 6x this multiplier affects both target and bonus values. These bonus cities can be kept in reserve and are automatically deployed as needed. At the conclusion of a level, the player receives bonus points for all remaining missiles and cities at preset score intervals, the player earns a bonus city that can be used to replace a destroyed one at the end of the current level. A player who runs out of missiles no longer has control over the remainder of the level. A level ends when all enemy weaponry is destroyed or reaches its target. Enemy weapons are only able to destroy three cities during one level. The weapons attack both the cities and the missile batteries and can destroy any target with one hit.

Missile command 2 series#

The game is staged as a series of levels of increasing difficulty each level contains a set number of incoming enemy weapons. The missiles of the central battery fly to their targets at much greater speed only these missiles can effectively kill a smart bomb at a distance. There are three batteries, each with ten missiles a battery becomes useless when all its missiles have been launched or if it is destroyed by enemy fire, whichever occurs first. Counter-missiles explode upon reaching the crosshair, leaving a fireball that persists for several seconds and destroys any enemy missiles that enter it. The game is played by moving a crosshair across the sky background via a trackball and pressing one of three buttons to launch a counter-missile from the appropriate battery. As a regional commander of three anti-missile batteries, the player must defend six cities in their zone from being destroyed. New weapons are introduced in later levels: smart bombs that can evade a less-than-perfectly targeted missile, and bomber planes and satellites that fly across the screen launching missiles of their own. Ah well, at least the original title can still be enjoyed on Xbox Live Arcade.The player's six cities are being attacked by an endless hail of ballistic missiles, some of which split like multiple independently targetable reentry vehicles. Missile Command 2 never saw a release because the few people who did get to play it back in 1982 complained that the game was too easy, and so it was never officially produced. While each person must first worry about keeping their own base safe, once they’ve destroyed all the threats directed at them, they can attempt to help the other player, assuming they have any rockets left. Instead of players taking turns, Missile Command 2 is a head-to-head cocktail style game. The expo, which takes place in July, will allow attendees a chance to get some hands-on time with the two player followup to the 1980 original. In fact, Missile Command 2 will be shown for the first time at next year’s California Extreme Arcade Expo. Remember Missile Command? Of course you do, it was quite the thing back in the day, and is still enough of a thing that it continues to get attention.










Missile command 2