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Ep.44 – Preventing World War 3:  Why Missile Command Defined the Golden Age of Arcades
Episode 44

Ep.44 – Preventing World War 3: Why Missile Command Defined the Golden Age of Arcades

A Trip Down Memory Card Lane · David Kassin and Robert Kassin

July 1, 202131m 54sExplicit

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Show Notes

In 1980, Missile Command hit arcades at the height of the Cold War, turning nuclear anxiety into twitchy, quarter-eating gameplay. Players defended six cities against waves of missiles, smart bombs, and satellites, knowing there was no way to win, only to delay the inevitable. Our conversation traces how Atari’s Dave Theurer, haunted by nightmares of nuclear destruction, poured those fears into the design, right down to the stark “The End” screen reminding players survival was temporary. We also revisit how the game originally represented California cities, how its trackball controls created frantic tension, and how a scoring glitch let elite players loop for hours. Finally, we widen the lens to the Golden Age of Arcades, when Missile Command turned Cold War dread into an unforgettable classic on today’s trip down Memory Card Lane.

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