Missile Command: the arcade game Dave Theurer dreamed in nightmares

Atari Missile Command on an arcade cabinet, the trackball in the control panel below.

Atari's 1980 missile-defense game came with six cities to lose, an ending screen that just says "THE END," and a designer who dreamed about nuclear annihilation the whole time he was building it. The story behind the trackball classic—and the hidden signature you could only reach by failing.

Roll the trackball and six little cities sit along the bottom of the screen, yours to keep alive. Streaks of light arc down out of the dark—ICBMs, more of them every wave—and all you have are three batteries of counter-missiles and a crosshair you sling across the sky with your palm. You will not win. Nobody wins Missile Command; you only decide how long the cities last. Atari put that bleak little truth in arcades in 1980, and it's still one of the most quietly unsettling games the era produced.

The nightmare that became a game

Missile Command was designed by Dave Theurer, and the dread in it wasn't an accident—it came straight out of his head. By his own account, Theurer had recurring nightmares during development of being caught in a nuclear blast: the flash on the horizon, the wave coming for him, no time to run. The dreams didn't stop when the game shipped.

Consider the moment. It's June 1980, deep in the Cold War, and ballistic-missile defense—whether you could even shoot down an incoming ICBM—was live national-policy argument. Theurer took exactly that anxiety and built it into a coin-op: six cities standing in for everything you care about, a sky full of warheads, and reflexes that are never quite fast enough. One technical note worth clearing up, because it gets confused with Atari's other early classics: Missile Command was a raster game, drawn on an ordinary scanned screen, not one of Atari's glowing vector titles. The dread is all in the design, not the display.

"THE END"

Here's the detail that tells you what Theurer was really making. When you finally run out of cities, the machine doesn't say "GAME OVER." It says, in slow expanding letters over the ruins, THE END. That was deliberate. There's no high-score swagger in it, no "try again" bravado—the point was that when the missiles win, they win completely, and there's nothing left to score. A coin-op that ends on the annihilation of everything you were protecting is a strange and brave thing to have shipped to a pizza parlor in 1980, and it's a big part of why the game still lands.

Missile Command 'THE END' screen on an arcade cabinet.
Not "GAME OVER"—"THE END." Theurer's point was that when the missiles win, there's nothing left to score. (My cabinet, mid-collapse.)

A turkey for a bestseller

The home story is its own small legend. In 1981, Rob Fulop ported Missile Command to the Atari 2600—no small feat, fitting that sky onto cartridge hardware—and it became one of the best-selling games on the console, millions of copies. Atari's reward to the programmer who pulled it off: a Safeway coupon for a free turkey. Fulop left not long after to help found Imagic, the slick early third-party house, where he made Demon Attack.

He left a fingerprint behind, though. On the 2600 version, get to level 13, then burn through your missiles without putting up a score, and the rightmost city quietly rearranges itself into two letters: RF—Rob Fulop. It's one of the era's great hidden signatures, reachable only by playing badly on purpose, and Atari scrubbed it from later print runs. (Theurer, for his part, went straight on to design Tempest in 1981—the same instinct for abstract shapes and rising dread, pointed in a new direction.)

Where to actually play it

Missile Command is a trackball game first and foremost—that heavy ball spinning under your palm is the whole feel of it, the reason a mouse or a stick never quite satisfies. Which makes it one of the games I most want a real trackball for, and trackballs are their own rabbit hole. I went down it rebuilding an Atari Trak-Ball a previous owner had rewired, and wrote up what's actually inside one—Atari's units versus the Wico trackballs that came out of Chicago's own coin-op trade up in Niles—in a Bench Note of its own.

If you just want to play it tonight, it's one of the most-reissued games Atari owns: every modern compilation has it—Atari 50, Atari Vault, the Recharged line—so it's a click away on nearly any current platform. But find a real trackball if you can. The game was built around your hand, and it can tell when you've handed it a stick instead.

These days, though, the most fun I have with it is on my Atari 8-bit. The Atari FujiNet host irata.online keeps a "High Score Enabled" collection—high-score-tracking builds of the classics—and Missile Command is in it, so I pull it down over WiFi with no disk in sight: the same FujiNet-over-the-internet trick I wrote up on an MSX, except here it's running on an Atari, the machine FujiNet was born on. My initials sit on the high-score table for now. They won't for long—somebody always knocks you off, which is the whole reason the board is there.

Atari 8-bit FujiNet menu on irata.online showing Missile Command in the High Score Enabled collection.
Pulling Missile Command down over WiFi: the FujiNet "High Score Enabled" collection on irata.online, no disk in the drive.
Atari 8-bit Missile Command high-score table showing the initials JSM.
JSM, on the board—for now. The whole point of a high-score table is that somebody's coming for it.

Missile Command is the rare arcade game that's better the more seriously you take what it's saying. It looks like simple geometry—dots, lines, a crosshair—but Theurer wired his own worst nights into it, ended it on "THE END," and trusted a roomful of teenagers to feel the difference. They did. Forty-some years on, with a ball under your palm and the cities going one by one, so will you.

Frequently asked

Who designed Missile Command and when?
Missile Command was designed by Dave Theurer and shipped to arcades by Atari in 1980.

Why does Missile Command end with "THE END" instead of "GAME OVER"?
It was deliberate—Theurer's point was that when the missiles win they win completely, with nothing left to score, reflecting the Cold War nuclear dread he built into the game.

Was Missile Command a vector game?
No—Missile Command was a raster game drawn on an ordinary scanned screen, not one of Atari's vector titles.

What is the "RF" easter egg in Missile Command?
On Rob Fulop's 1981 Atari 2600 port, reaching level 13 and then burning through your missiles without scoring rearranges the rightmost city into the letters "RF" for Rob Fulop; Atari scrubbed it from later print runs.

Further reading

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