As a regional commander of three anti-missile batteries, the player must defend six cities in their zone from being destroyed. The player's six cities are being attacked by an endless hail of ballistic missiles, some of them even splitting like multiple independently targetable reentry vehicles (MIRVs). 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 and launch missiles of their own.
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Missile Commando 1980 | Arcade
emulador pc
1-interacción: -
2-mundo/apartado artístico: 6
3-concepto: 7.4
4-puesta en escena: 6
5-narración: -
6-sonido/apartado sonoro: 6.7
7-jugabilidad: 6
8-historia: -
9-duración/ritmo: 8
10-impacto: 7
8
7.4
7
6.7
6
6
41.1/60pts
68.5 promedio
Missile Commando 1980 | Arcade
emulador pc
1-interacción: -
2-mundo/apartado artístico: 6
3-concepto: 7.4
4-puesta en escena: 6
5-narración: -
6-sonido/apartado sonoro: 6.7
7-jugabilidad: 6
8-historia: -
9-duración/ritmo: 8
10-impacto: 7
8
7.4
7
6.7
6
6
41.1/60pts
68.5 promedio
A brilliant piece of Cold War media. Yes, I mean that. Contextualized in the Atari 50 collection, the blurb that reads that designer Dave Theurer was inspired by nightmares of nuclear annihilation comes through loud and clear. Or maybe Theurer had nightmares as a result of designing and programming this one. Either way, Missile Command puts players in a no-win situation. Missiles rain down and players might choose the awful logic of protecting a few cities and their arsenal of missiles over having a full slate of cities. Setting a high score and earning an extra credit is easily doable after a few rounds, but avoiding the flashing light of "THE END"? Not so much.