Missile Command Multigame (and High-Score Saver)


The Missile Command Multigame plugs into an original Missile Command circuit board and adds the following capabilities to the game:
  • Choose to play Missile Command or Super Missile Attack from an on-screen menu.
  • Configure the multigame and game settings on-screen.
  • Save all high-scores for both games separately, even when the machine is turned off.
  • Run monitor test and alignment displays.
  • Replaces all EPROMs on the game circuit board for lower power and higher reliability.
  • Does not matter if game is strapped for 1K or 2K EPROMs.
Both the original Missile Command and the "unauthorized" Super Missile Attack run as originally released with the exception that high-scores are saved in both games even when the power is turned off. High-score lists may be cleared using the "multigame settings" option in the menu system. High-score retention is greater than 10 years on average.
Super Missile Attack introduced many new features to Missile Command. According to the Super Missile Attack manual:
  • A new look to the game: different colors, different attract mode, etc. shout "Play-me!" to the video game enthusiast.
  • A new sound to the game: each attack object now has its own brand-new sound that lets everyone know that this is no ordinary Missile Command.
  • A new play to the game: more missiles, faster missiles and clouds that get smaller as the game goes on add challenge (and profit) to your Missile Command box.
  • Plus a Totally New Attack Object, the "UFO", which moves faster and more randomly than ordinary planes and satellites and fires a deadly new Laser weapon.

The Missile Command Multigame should be ready to ship in Q1 of 2002. Price has not yet been set.


Updated: 2/24/2002


© 2001, Clayton Cowgill clay@yahoo.com