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Quiz about Arcade Nostalgia Missile Command
Quiz about Arcade Nostalgia Missile Command

Arcade Nostalgia: "Missile Command" Quiz


"Missile Command" came out in 1980, at the height of the Cold War. What do you remember of this fatalistic game?

A multiple-choice quiz by reedy. Estimated time: 3 mins.
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Author
reedy
Time
3 mins
Type
Multiple Choice
Quiz #
424,003
Updated
Sep 09 26
# Qns
10
Difficulty
New Game
Avg Score
7 / 10
Plays
8
Last 3 plays: Guest 16 (4/10), shoeman425 (4/10), bigjohnsludge (9/10).
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Question 1 of 10
1. "Missile Command" was released at the height of the Cold War in 1980, produced by which company that put out "Asteroids" and "Lunar Lander" the year before? Hint


Question 2 of 10
2. How many cities did you need to protect from the enemy ballistic missiles in "Missile Command"? Hint


Question 3 of 10
3. The controls for "Missile Command" included three firing buttons that corresponded to different batteries, and what type of control for aiming the targeting cursor?


Question 4 of 10
4. Which of these was NOT one of the three counter-missile batteries that were operated by the firing buttons? Hint


Question 5 of 10
5. Each counter-missile battery had ten missiles that the player could deploy per level.


Question 6 of 10
6. What advantage did the center counter-missile battery have over the ones to the left and right edges of the player screen? Hint


Question 7 of 10
7. After every round, bonus points were earned for each intact city and for any unused counter-missiles. How many points were needed to earn a bonus city (to replace destroyed cities)? Hint


Question 8 of 10
8. As levels were passed in "Missile Command", the difficulty increased, adding more types of attack beyond the basic ballistic missiles (ICBMs). Which of these was NOT added later in the game? Hint


Question 9 of 10
9. "Missile Command" was a planned (arcade game) prequel to the 1983 movie "WarGames".


Question 10 of 10
10. There was no way to win the game... you only played to last as long as you could before your cities were destroyed.



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Most Recent Scores
Today : Guest 16: 4/10
Today : shoeman425: 4/10
Today : bigjohnsludge: 9/10
Today : Smudge111: 10/10
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Quiz Answer Key and Fun Facts
1. "Missile Command" was released at the height of the Cold War in 1980, produced by which company that put out "Asteroids" and "Lunar Lander" the year before?

Answer: Atari

Designed by Atari's Dave Theurer and released in June of 1980, "Missile Command" was heavily influenced by Cold War anxieties and the threat of nuclear war. Originally titled "Armageddon", the game challenged players to defend six cities from endless missile attacks.

Theurer later revealed that the project's subject matter affected him so deeply that he began having stress dreams involving cities being destroyed.
2. How many cities did you need to protect from the enemy ballistic missiles in "Missile Command"?

Answer: Six

The object of the game was to protect the six cities arrayed along the bottom of the screen, along with three counter-missile battery placements (left, center, and right). After each round, the counter-missile batteries would be restored (if destroyed) and restocked, while the cities could only be restored if 'extra' cities had been earned through accumulation of points.
3. The controls for "Missile Command" included three firing buttons that corresponded to different batteries, and what type of control for aiming the targeting cursor?

Answer: A trackball

The use of a trackball for aiming the targeting cross-hairs allowed for finer control than a joystick. You could move the cursor quickly across the screen with a fast roll, and also slow down and make precision placement when needed.
4. Which of these was NOT one of the three counter-missile batteries that were operated by the firing buttons?

Answer: Sigma Base

The left and right battery placements were named Alpha Base and Omega Base, respectively, with Delta Base chosen as the name for the center battery. Outside of choosing 'official, military-sounding names,' there was no (published) reason for choosing 'Delta' over any other Greek letter.
5. Each counter-missile battery had ten missiles that the player could deploy per level.

Answer: True

Altogether, players had thirty counter-missiles available to battle the incoming barrage of ICBMs (and other types of attack that came in later rounds). While points would be earned for any unused munitions, the danger of using all your counter-missiles before the enemy barrage ended was the guaranteed loss of one or more cities by the end of the level.
6. What advantage did the center counter-missile battery have over the ones to the left and right edges of the player screen?

Answer: Faster missile speed

Not only did the Delta Base battery's counter-missiles travel more quickly to meet the enemy missiles, its median placement allowed for a shorter path to hit incoming missiles, where the edge placements were best for catching missiles closer to their placements, and would have difficulty hitting incoming ICBMs at the other side of the screen. One had to be a little careful not to dispense all of Delta Base's complement of counter-missiles too quickly.
7. After every round, bonus points were earned for each intact city and for any unused counter-missiles. How many points were needed to earn a bonus city (to replace destroyed cities)?

Answer: 10,000

Different targets were worth different point values, and bonuses would also be earned for every unused counter-missile and each surviving city. The longer one could survive, though, the quicker the points would accumulate. A multiplier came into effect after two rounds of play (2x), which would increase by one every two rounds after that, maxing out at a 6x multiplier at Level 11 (for as long as you could last).

With every 10,000 points achieved, players earned a new city, which would automatically be used to replace any destroyed city at the end of a round (or be held in reserve until needed if no cities were destroyed).
8. As levels were passed in "Missile Command", the difficulty increased, adding more types of attack beyond the basic ballistic missiles (ICBMs). Which of these was NOT added later in the game?

Answer: Tanks

All attacks on your cities and bases were of an aerial nature - there were no tanks. ICBMs would continually rain down, and as levels increased in difficulty, those ICBMs would come faster, and other types of attacks would be added. Smart bombs were among the most dangerous because they could dodge defensive explosions. Bomber aircraft flew across the screen, launching new missiles as they travelled. Satellites served a similar role, adding attacks from above and increasing the chaos on screen. The faster missiles from the center Delta Base were particularly effective against smart bombs because they could reach distant targets more quickly.
9. "Missile Command" was a planned (arcade game) prequel to the 1983 movie "WarGames".

Answer: False

While "Missile Command" and the 1983 film "WarGames" share Cold War themes, the game was not a direct prequel to the movie. It WAS, however, instrumental in the development of the film.

"WarGames" screenwriters Lawrence Lasker and Walter Parkes addressed the issue directly in film commentary, acknowledging that "Missile Command" was a direct inspiration for the movie, and that Matthew Broderick's character was actually written to be an expert "Missile Command" player.
10. There was no way to win the game... you only played to last as long as you could before your cities were destroyed.

Answer: True

Like many arcade games of its era, "Missile Command" had no ending. The game gradually became overwhelming, and the objective was simply to survive as long as possible and achieve a high score. More than that, though, was how the game ended with the words "THE END" instead of "GAME OVER." This was intended to imply the end of civilization itself after a nuclear exchange. Designer Dave Theurer intentionally sought to create a sense of tension and inevitability.
Source: Author reedy

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
Any errors found in FunTrivia content are routinely corrected through our feedback system.
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