Missile Command Multigame
Missile Command is a 1- or 2-player game with a color monitor. The game depicts an Armageddon-style war in which players defend their missile bases and cities with antiballistic missiles (ABMs). The enemy
Ajouter
Technique
CPU
- maincpu M6502 (@ 1 Mhz)
- pokey POKEY (@ 1 Mhz)
Chipset
- POKEY (@ 1 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 231
- Fréquence 61.035156 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 3
- Type de contrôle trackball
Les clones de Missile Command Multigame
Si vous avez aimé Missile Command Multigame
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Scoring de Missile Command Multigame
Points are awarded for destroying enemy missiles, ships and planes :
Missile : 25 points
Killer Satellite : 100 points
Bomber : 100 points
Smart Bomb : 125 points
Bonus points are awarded at the end of each missile wave for any cities and missiles remaining :
Unused missiles : 5 points each
Saved Cities : 100 points each
A scoring multiplier based on the missile wave being played is displayed at the start of each wave :
Waves 1 and 2 have 1x scoring.
Waves 3 and 4 have 2x scoring.
Waves 5 and 6 have 3x scoring.
Waves 7 and 8 have 4x scoring.
Waves 9 and 10 have 5x scoring.
Waves 11 and above have 6x scoring.
Missile : 25 points
Killer Satellite : 100 points
Bomber : 100 points
Smart Bomb : 125 points
Bonus points are awarded at the end of each missile wave for any cities and missiles remaining :
Unused missiles : 5 points each
Saved Cities : 100 points each
A scoring multiplier based on the missile wave being played is displayed at the start of each wave :
Waves 1 and 2 have 1x scoring.
Waves 3 and 4 have 2x scoring.
Waves 5 and 6 have 3x scoring.
Waves 7 and 8 have 4x scoring.
Waves 9 and 10 have 5x scoring.
Waves 11 and above have 6x scoring.
Tips sur Missile Command Multigame
* Anticipate. Place the crosshair ahead of enemy missiles so the explosion cloud expands toward the enemy's shots. If the leading edge of an enemy's missile touches any part of the explosion cloud, it is destroyed.
* A well-placed ABM can destroy two or more enemy missiles converging into the same explosion cloud.
* Aim just in front of missiles, satellites, and bombers, and let them travel into your explosion clouds. As soon as you've launced an ABM and marked the target for destination, move the crosshair to another target. Don't wait for the explosion.
* Hit bombers and killer satellites before they can drop attack missiles. Also, the sooner you destroy them, the sooner they'll reappear and the more points you can score. You may want to launch "insurance" ABM's at the left and right sides of the screen even before a bomber or killer satellite appears, in the chance that one will travel into the explosion cloud.
* A sound tactic used by many expert players is the spread. Fire a sweeping barrage of ABMs across the screen just below the attack missiles at the start of a wave, creating a solid line of explosion clouds to trap and destory as many of the first shots fired by the enemy as possible. If possible, create the spread in the path of a bomber or killer satellite.
* When creating a spread, fire all your ABMs the same base. Once all 10 ABMs are launched (or the base has been destroyed by the enemy), you no longer need to worry about defending it.
* When creating a spread, don't use the Delta Base. It is in a strategic position and its missiles fly faster than ABMs from the side bases. Save the Delta Base's ABMs for more precise shots.
* Destroy attack missiles while they are high on the screen. You don't want them to turn into MIRVs. If you notice that a missile has become an MIRV, try to destroy as many of the split missiles with a single explosion cloud as possible.
* Hit targets before they cross the radar line. The radar line is an invisible line marking the crosshair's lower limit. Since you can't position the crosshair below this line, any attack missile that crosses it is beyond range of your ABMs.
* There are usually two main attack waves per stage. Just when it looks like things have calmed down, another assault commences. Repeating the strategy above is a good idea.
* Smart bombs are usually fooled by a couple of quick ABMs being fired on opposite sides of the bomb, but overlapping. Then the smart bomb cannot escape.
* Don't let smart bombs distract you. Sometimes you can try so hard to hit smart bombs you forget to defend your planet. Remember that a smart bomb can only hit one target.
* Don't defend depleted missile bases or destroyed cities. Concentrate your efforts defending cities and missile bases that still show signs of life. If all your cities are destroyed or you are on the verge of earning a bonus city, then it is good strategy to go for the high-score targets like smart bombs, even if they are heading for dirt.
* As waves become more difficult, you may be forced to sacrifice some cities. Choose the left or the right, and give up the cities on the other side. When waves become really tough, you may want to defend only one city and go for as many high score targets as possible.
* A well-placed ABM can destroy two or more enemy missiles converging into the same explosion cloud.
* Aim just in front of missiles, satellites, and bombers, and let them travel into your explosion clouds. As soon as you've launced an ABM and marked the target for destination, move the crosshair to another target. Don't wait for the explosion.
* Hit bombers and killer satellites before they can drop attack missiles. Also, the sooner you destroy them, the sooner they'll reappear and the more points you can score. You may want to launch "insurance" ABM's at the left and right sides of the screen even before a bomber or killer satellite appears, in the chance that one will travel into the explosion cloud.
* A sound tactic used by many expert players is the spread. Fire a sweeping barrage of ABMs across the screen just below the attack missiles at the start of a wave, creating a solid line of explosion clouds to trap and destory as many of the first shots fired by the enemy as possible. If possible, create the spread in the path of a bomber or killer satellite.
* When creating a spread, fire all your ABMs the same base. Once all 10 ABMs are launched (or the base has been destroyed by the enemy), you no longer need to worry about defending it.
* When creating a spread, don't use the Delta Base. It is in a strategic position and its missiles fly faster than ABMs from the side bases. Save the Delta Base's ABMs for more precise shots.
* Destroy attack missiles while they are high on the screen. You don't want them to turn into MIRVs. If you notice that a missile has become an MIRV, try to destroy as many of the split missiles with a single explosion cloud as possible.
* Hit targets before they cross the radar line. The radar line is an invisible line marking the crosshair's lower limit. Since you can't position the crosshair below this line, any attack missile that crosses it is beyond range of your ABMs.
* There are usually two main attack waves per stage. Just when it looks like things have calmed down, another assault commences. Repeating the strategy above is a good idea.
* Smart bombs are usually fooled by a couple of quick ABMs being fired on opposite sides of the bomb, but overlapping. Then the smart bomb cannot escape.
* Don't let smart bombs distract you. Sometimes you can try so hard to hit smart bombs you forget to defend your planet. Remember that a smart bomb can only hit one target.
* Don't defend depleted missile bases or destroyed cities. Concentrate your efforts defending cities and missile bases that still show signs of life. If all your cities are destroyed or you are on the verge of earning a bonus city, then it is good strategy to go for the high-score targets like smart bombs, even if they are heading for dirt.
* As waves become more difficult, you may be forced to sacrifice some cities. Choose the left or the right, and give up the cities on the other side. When waves become really tough, you may want to defend only one city and go for as many high score targets as possible.
Missile Command Multigame et M.A.M.E.
0.143u1 [Joe Barbara]
0.26 [Ray Giarratana]
Artwork available
WIP:
- 0.146u2: Added clone 'Missile Command Multigame'. Missile Command Multigame, produced by Braze Technologies from 2005(1st version) to 2007(version 1d). This kit combines Missile Command and Super Missile Attack on a daughterboard plugged into the main pcb cpu slot. Small cleanup [hap].
- 0.146: Couriersud improved sound emulation for POKEY chip. Changed audio emulation to emulate borrow 3 clock delay and proper channel reset. New frequency only becomes effective after the counter hits 0. Emulation also treats counters as 8 bit counters which are linked now instead of monolytic 16 bit counters. Fixed high pass filters for POKEY. Added POKEYN device based on modern device. Fixed random lfsr generation. Consolidated polynom code. Removed legacy left overs from pokey code. Added a internal pokey_channel class. This fixed imperfect sound play in Missile Command for UFO and bomber attack. Convert all remaining drivers to use the modern pokey device.
- 0.145u7: hap changed manufacturer of clone Super Missile Attack to 'Atari / General Computer Corporation'.
- 0.143u4: f205v and robotype added clone Missile Combat (Sidam bootleg), not working.
- 0.143u1: Joe Barbara added Missile Command (rev 3). Changed 'Missile Command (set 1)' to clone '(rev 2)' and clones '(set 2)' to '(rev 1)' and 'Super Missile Attack (for set 2)' to '(for rev 1)'. Renamed (missile2) to (missile1) and (missile) to (missile2).
- 0.140u3: Kevin Eshbach corrected Missile Command and clones ROM locations and added proms ($0, 100) to clone Super Missile Attack (for set 2).
- 17th December 2010: Smitdogg - Kevin Eshbach dumped the proms from Super Missile Attack.
- 0.133u1: Renamed (sprmatkd) to (suprmatkd).
- 0.128u4: Derived clocks from crystals in Missile Command [Luigi30].
- 0.126u4: Guru added README for Missile Command.
- 9th July 2008: Mr. Do - Added cocktail artwork to Missile Command, vectored by Zorg.
- 0.116u3: David Haywood added clones Missile Combat (Videotron bootleg, set 1) and (Videotron bootleg, set 2).
- 13th June 2007: f205v dumped Missile Combat (Videotron bootleg, set 1). PCB is marked: "VIDEOTRON BOLOGNA 002".
- 0.115u1: Aaron Giles fixed corrupt graphics in Missile Command.
- 21st January 2007: Mr. Do - Thanks to the loan by Vintage Arcade Superstore and vectorization by Jcroach, we finally have a completely accurate Missile Command bezel. I put two views in this one: Actual arcade and a second to maximize the artwork to the screen.
- 20th August 2006: Mr. Do - Fixed the font in Missile Command bezel.
- 15th August 2006: Mr. Do - I re-did Missile Command from scratch (the bezel is text only).
- 0.107: Rewrote Missile Command driver from schematics [Aaron Giles]: CPU speed now correct (slows down for lower 32 scanlines). Proper frame rate and IRQ signal timing. Service mode works on some sets, fails on others due to 6502 bug. Accurate bitmap mapping and cycle counts for 3-bit accesses. Using bitmap access PROM for bit mode writes. Changed M6502 CPU1 clock speed to 1250000 Hz and VSync to 61.035156 Hz. Added 'Service Mode' dipswitch.
- 0.104u3: Aaron Giles fixed save state support in Missile Command.
- 15th January 2006: f205v dumped Missile Combat (Videotron bootleg, set 2).
- 0.101u4: Aaron Giles fixed Missile Command stays at black screen.
- 0.101u3: Buddabing added preliminary save state support to Missile Command.
- 0.92u1: Mowerman and Dave Widel added clone 'Super Missile Attack (for set 2)'. Changed description of clone 'Super Missile Attack' to 'Super Missile Attack (not encrypted)'. Renamed (suprmatk) to (sprmatkd).
- 0.92: Highwayman added prom ($0 - sync).
- 0.34b3: Nicola Salmoria added clone Missile Command (set 2). Changed parent description to 'Missile Command (set 1)'.
- 0.31: Mike Balfou added clone Super Missile Attack (Atari + Gencomp 1981).
- 0.30: Fixes to Missile Command [Eric Anschuetz].
- 0.29: Marco Cassili fixed dipswitches in Missile Command.
- 0.27: Ray Giarratana included trackball support to Missile Command.
- 0.26: Ray Giarratana added support for Missile Command (Atari 1980). Game is playable with accurate colors and sound. Mirko Buffoni didn't include modifications for trackball for now. The code needs to be cleaned a bit, but the game is still playable. Control: A,S,D = Left, Central, Right shot.
- 18th December 1992: Dumped Missile Command (set 1).
Other Emulators:
* Retrocade
Romset: 13 kb / 7 files / 10.3 zip
0.26 [Ray Giarratana]
Artwork available
WIP:
- 0.146u2: Added clone 'Missile Command Multigame'. Missile Command Multigame, produced by Braze Technologies from 2005(1st version) to 2007(version 1d). This kit combines Missile Command and Super Missile Attack on a daughterboard plugged into the main pcb cpu slot. Small cleanup [hap].
- 0.146: Couriersud improved sound emulation for POKEY chip. Changed audio emulation to emulate borrow 3 clock delay and proper channel reset. New frequency only becomes effective after the counter hits 0. Emulation also treats counters as 8 bit counters which are linked now instead of monolytic 16 bit counters. Fixed high pass filters for POKEY. Added POKEYN device based on modern device. Fixed random lfsr generation. Consolidated polynom code. Removed legacy left overs from pokey code. Added a internal pokey_channel class. This fixed imperfect sound play in Missile Command for UFO and bomber attack. Convert all remaining drivers to use the modern pokey device.
- 0.145u7: hap changed manufacturer of clone Super Missile Attack to 'Atari / General Computer Corporation'.
- 0.143u4: f205v and robotype added clone Missile Combat (Sidam bootleg), not working.
- 0.143u1: Joe Barbara added Missile Command (rev 3). Changed 'Missile Command (set 1)' to clone '(rev 2)' and clones '(set 2)' to '(rev 1)' and 'Super Missile Attack (for set 2)' to '(for rev 1)'. Renamed (missile2) to (missile1) and (missile) to (missile2).
- 0.140u3: Kevin Eshbach corrected Missile Command and clones ROM locations and added proms ($0, 100) to clone Super Missile Attack (for set 2).
- 17th December 2010: Smitdogg - Kevin Eshbach dumped the proms from Super Missile Attack.
- 0.133u1: Renamed (sprmatkd) to (suprmatkd).
- 0.128u4: Derived clocks from crystals in Missile Command [Luigi30].
- 0.126u4: Guru added README for Missile Command.
- 9th July 2008: Mr. Do - Added cocktail artwork to Missile Command, vectored by Zorg.
- 0.116u3: David Haywood added clones Missile Combat (Videotron bootleg, set 1) and (Videotron bootleg, set 2).
- 13th June 2007: f205v dumped Missile Combat (Videotron bootleg, set 1). PCB is marked: "VIDEOTRON BOLOGNA 002".
- 0.115u1: Aaron Giles fixed corrupt graphics in Missile Command.
- 21st January 2007: Mr. Do - Thanks to the loan by Vintage Arcade Superstore and vectorization by Jcroach, we finally have a completely accurate Missile Command bezel. I put two views in this one: Actual arcade and a second to maximize the artwork to the screen.
- 20th August 2006: Mr. Do - Fixed the font in Missile Command bezel.
- 15th August 2006: Mr. Do - I re-did Missile Command from scratch (the bezel is text only).
- 0.107: Rewrote Missile Command driver from schematics [Aaron Giles]: CPU speed now correct (slows down for lower 32 scanlines). Proper frame rate and IRQ signal timing. Service mode works on some sets, fails on others due to 6502 bug. Accurate bitmap mapping and cycle counts for 3-bit accesses. Using bitmap access PROM for bit mode writes. Changed M6502 CPU1 clock speed to 1250000 Hz and VSync to 61.035156 Hz. Added 'Service Mode' dipswitch.
- 0.104u3: Aaron Giles fixed save state support in Missile Command.
- 15th January 2006: f205v dumped Missile Combat (Videotron bootleg, set 2).
- 0.101u4: Aaron Giles fixed Missile Command stays at black screen.
- 0.101u3: Buddabing added preliminary save state support to Missile Command.
- 0.92u1: Mowerman and Dave Widel added clone 'Super Missile Attack (for set 2)'. Changed description of clone 'Super Missile Attack' to 'Super Missile Attack (not encrypted)'. Renamed (suprmatk) to (sprmatkd).
- 0.92: Highwayman added prom ($0 - sync).
- 0.34b3: Nicola Salmoria added clone Missile Command (set 2). Changed parent description to 'Missile Command (set 1)'.
- 0.31: Mike Balfou added clone Super Missile Attack (Atari + Gencomp 1981).
- 0.30: Fixes to Missile Command [Eric Anschuetz].
- 0.29: Marco Cassili fixed dipswitches in Missile Command.
- 0.27: Ray Giarratana included trackball support to Missile Command.
- 0.26: Ray Giarratana added support for Missile Command (Atari 1980). Game is playable with accurate colors and sound. Mirko Buffoni didn't include modifications for trackball for now. The code needs to be cleaned a bit, but the game is still playable. Control: A,S,D = Left, Central, Right shot.
- 18th December 1992: Dumped Missile Command (set 1).
Other Emulators:
* Retrocade
Romset: 13 kb / 7 files / 10.3 zip