Missile Command 3D is a 1995 shoot 'em up video game developed by Virtuality Entertainment and published by Atari Corporation for the Atari Jaguar. Part of Atari's 2000 series of arcade game revivals, it is an update of Dave Theurer's arcade game Missile Command (1980). The plot takes place in a country attacked by foreign nations and on a distant planet where alien forces invade a human colony. Gameplay is divided into three modes, with the player defending six cities from incoming missiles by launching anti-ballistic missiles from three bases. It is the only officially released game compatible with the unreleased Jaguar VR peripheral.

Missile Command 3D
Developer(s)Virtuality Entertainment
Publisher(s)Atari Corporation
Producer(s)John Skruch
Designer(s)James Tripp
Mark Brown
Martin Brownlow
Robert Powers
Scot Jones
Programmer(s)Martin Brownlow
Artist(s)Mark Brown
Scot Jones
Composer(s)Dale Robins
SeriesMissile Command
Platform(s)Atari Jaguar
Release
  • NA: December 12, 1995
  • EU: December 1995
Genre(s)Shoot 'em up
Mode(s)Single-player

In 1993, Atari announced a virtual reality peripheral for the Jaguar and approached Virtuality but no agreement was settled. Discussion between both companies resumed in 1994 and they later announced their partnership to create a domestic VR headset for Jaguar. In 1995, a deal was reached whereby Atari would finance Virtuality's production of two Jaguar VR games, including Missile Command. Missile Command 3D was programmed by Martin Brownlow, who had previously written the arcade games Buggy Ball and Virtuality Boxing. A PC port was to be released by Atari Interactive but it was never published.

Missile Command 3D met with mixed reception from critics; Reviewers were divided regarding the "Original" mode, but gave more favorable comments to the "3D" mode, while others considered the "Virtual" mode to be the best variant. The deal between Atari and Virtuality collapsed in 1996, while the Jaguar VR headset was cancelled due to health cocerns but some working prototypes were recovered by collectors. Virtuality sold the unused Jaguar VR technology to Takara and Philips, resulting in the Dynovisor TAK-8510 and Scuba Visor headsets respectively. Retrospective commentary for the game has been generally favorable. In 2022, it was included in the Atari 50 compilation.

Gameplay edit

Top: Original mode gameplay
Middle: 3D mode gameplay
Bottom: Virtual mode gameplay

Missile Command 3D is a shoot 'em up game that offers three modes: "Original", "3D", and "Virtual".[1][2][3][4] Original mode is a recreation of the original arcade game Missile Command, offering similar graphics and gameplay.[4][5][6] 3D mode is similar to Original mode but with three-dimensional visuals and minor gameplay additions.[2][4][6][7] Virtual mode departs from the original gameplay, introducing a first-person perspective, power-ups, stages set in various locations, enemies, and bosses.[2][3][4][6][7] The premise takes place in a country attacked by foreign nations and on a distant planet where alien forces invade a human colony.[8]

In all three game modes, the player's main goal is to defend six cities from incoming missiles by launching anti-ballistic missiles from three bases.[3][4][6][7] Counter missiles will leave a fireball behind their explosion that will persist for several seconds and destroy enemy missiles caught within range.[8] Each base becomes useless when all of its missiles have been deployed or if it is destroyed by enemy missiles.[6][8] Other hazards include bomber planes and satellites that fly around the screen launching their own missiles, as well as smart missiles that can evade the player's missiles.[7][8] The player can earn bonus cities to replace destroyed ones after obtaining pre-determined scores at the end of a level.[7][8]

In Virtual mode, the main defense mechanism against enemy missiles and the enemies themselves are lasers, renouncing missiles as a secondary defense mechanism and the player can switch between bases.[1][2][5][8] Power-up items appear in each level and are collected to obtain laser upgrades, ammo refills, and smart bombs, as well as to repair damaged cities and bases, respectively.[3][4][8] There are three stages in Virtual mode, each divided into three waves and one after the first includes a boss encounter, and three difficulty levels.[3][4][9] The game is over once all bases or cities in the stage are destroyed.[4][8]

In Original mode, the player can zoom in or out of the screen and change the background border to a television, arcade machine, or an Atari Lynx.[1][3][5] The game features support for the ProController.[3][8] If a Jaguar VR headset is detected, it can be played with in both 3D and Virtual modes, while additional settings are also unlocked in the options menu.[10]

Development edit

 
Atari partnered with Virtuality to make a virtual reality (VR) peripheral for the Jaguar. Atari would also finance Virtuality's development of Jaguar VR games, including Missile Command

Missile Command 3D is an update of Dave Theurer's arcade game Missile Command (1980).[5][11] It was developed by Virtuality Entertainment (previously W Industries), a Leicester-based virtual reality (VR) developer founded by Jonathan Waldern in 1987.[12][13][14][15] In 1993, Atari announced a VR peripheral for the Atari Jaguar and approached Virtuality, but no agreement was settled.[13][16][17] Discussion between both companies resumed in 1994 and they later announced their partnership to create a domestic VR headset for Jaguar, based on Virtuality's gaming systems.[13][18][19][20] In 1995, a deal was reached whereby Virtuality would develop software to share with Atari and third-parties to make VR-compatible titles, while Atari would finance Virtuality's production of two VR games for Jaguar, including Missile Command.[11][21][22][23]

The game is part of Atari's 2000 series of arcade game revivals, a concept initiated by producer John Skruch after the release of Tempest 2000.[24][25] It was programmed by Martin Brownlow, who had previously written the VR arcade games Buggy Ball and Virtuality Boxing, as his first console game release.[10][14] Brownlow also acted as co-designer of the "Virtual" mode alongside James Tripp, as well as artists Mark Brown and Scot Jones.[10][14] Robert Powers of Atari was responsible for designing the "3D" mode, while the soundtrack was composed by Dale Robins.[10][14]

Brownlow was initially skeptical when told to make a virtual reality version of Missile Command, but eventually relented and decided to do it.[10] He did not receive support for the "Original Missile Command" mode from Atari, who gave him a design document for the Microsoft Arcade version of Missile Command.[10] According to Brownlow, the 3D mode was originally called "Missile Command Plus" and was written in two weeks, but at one point Atari wanted to abandon the Virtual mode in favor of it.[10] Originally, there were nine bosses, one of which was a dragon inspired by Panzer Dragoon, but this was increased to ten when one of the artists came up with a new boss.[10] However, each level has three bosses per stage due to cartridge memory size limitations.[10] Atari demanded to implement texture mapping despite Brownlow explaining that texture-mapped polygons were slower than flat-shaded polygons.[10] Near the end of the project, Skruch wanted to implement a type of missile similar to a MIRV that would target the player's bases and said to call it "SWIRV", but later Brownlow changed the name to "Unknown".[10] Production of the game took six months and development was completed by December 11, 1995.[10][26] He found the Jaguar's hardware difficult to program due to limited GPU memory and a bug in the Blitter processor that caused him issues.[10]

Release edit

The game was first showcased behind closed doors at E3 1995 under the name Missile Command 2000, planning for release in Christmas 1995 alongside the Jaguar VR peripheral.[23][27][28] It made appearances between 1995 and 1996 at Atari Corporation during "Fun 'n' Games Day", an event to showcase upcoming Atari Jaguar games to journalists, and was covered by the press invited to Atari's European offices.[29][30][31][32] The game was released under its final name, Missile Command 3D, in North America on December 12, 1995, followed by Europe the same month.[33][34] A PC port was to be published by Atari Interactive, but it was never released due to the division's closure in 1996.[35][36][37] In 2022, Missile Command 3D was re-released for the first time as part of the Atari 50 compilation, porting the game to Nintendo Switch, PlayStation 4, Xbox One, and Windows PCs.[38][39]

Reception edit

Missile Command 3D received mixed reviews.[45][46][47] Reactions to the "Original Missile Command" mode proved divisive.[3][48][49] Game Zero Magazine found it to be faithful arcade port, while Game Players' Chris Charla said that the mode was fun from a nostalgic viewpoint.[40][42] Ultimate Future Games saw it as nothing more than a nostalgic novelty, while Digital Press' Edward Villalpando felt that the different background borders added nothing to the original mode.[44][1] ST Format's Iain Laskey felt that the original mode was a poor replica of Missile Command, while Marc Abramson of the French ST Magazine said that it was unplayable due to being slow.[7][43]

Reviewers gave favorable commentary to the "3D Missile Command" mode.[7][42][48] Computer and Video Games' Paul Davies liked its audiovisual department, while Charla found the updated polygonal graphics to be enjoyable.[12][40] VideoGames thought the explosion effects in 3D mode were impressive but the lens flare effect seemed artificial.[2] Abramson said that the 3D mode was an improvement over the original mode, whereas Villalpando found it difficult to get into the 3D mode due to the lack of a missile launch sound cue.[1][43] Ultimate Future Games felt that the 3D mode is the same as the original mode in terms of content, while Next Generation noted that it offers a convincing three-dimensional feel but not enough to become boring after a few rounds.[41][44]

Critics tended to mainly focus on the "Virtual Missile Command" mode.[7][3][48] Next Generation regarded Virtual mode to be the best of the three versions but felt that it would have a greater impact if the gameplay had been built upon further.[41] Davies felt that the mode updated the game with the first-person perspective.[12] Charla saw that it did a good job of updating the arcade original with power-ups and different stages.[40] Villalpando considered it to be the most interesting variant due to the bosses but noted that manually detonating the missiles was a poor design choice.[1] Ultimate Future Games regarded Virtual mode to be the most fun of the three variants but they still found it very repetitive, while Abramson found it to be boring after a few minutes.[43][44] Game Zero Magazine saw that it suffered from a choppy frame rate but not enough to become unplayable, whereas the German publication ST-Computer pointed out problems with Virtual mode when playing on European Jaguar consoles, particularly when the game suddenly crashes after completing a level.[9][42]

Retrospective commentary for Missile Command 3D has been generally favorable.[5][50][51][52] The Atari Times' Bruce Clarke praised the polygonal visuals in Virtual mode for showing off the Atari Jaguar's capabilities and stated that they compared well to PlayStation or Nintendo 64 titles.[50] Polish magazine Click! Konsole highlighted the three-dimensional graphics in 3D mode as well as the large final bosses in Virtual mode.[51] GamesTM regarded it as one of the six best games for the Jaguar.[53] Retro Gamer called it "a worthy update of one of the greatest arcade games of all time", while PCMag found it fun to play.[5][52] In contrast, neXGam commended its three distinct modes and graphical effects but criticized its sluggish controls and poor gameplay variety.[6]

Legacy edit

Missile Command 3D was one of two games planned to launch with the Jaguar VR peripheral, but it was the only one released officially compatible with it.[23][28][54][55] The other planned title was an adaptation of Zone Hunter and a demo was created for demonstration purposes of the Jaguar VR headset at E3 1995, but the prototype was later reported to be a Virtuality gaming system in disguise.[27][56][57][58] Other games planned for the Jaguar VR included Dactyl Nightmare, Exorex, Buggy Ball, and a virtual reality version of Space Invaders.[10][22][27][59] An arcade game based on Missile Command 3D titled Missile Command VR was developed by Simon Fox of Virtuality and released under the Atari Games license.[10][60][61]

The deal between Atari Corporation and Virtuality Entertainment was falling through in 1995 and collapsed in 1996, with Atari themselves citing health concerns as one of the reasons for cancellation of the Jaguar VR headset.[62][63][64][65] After Atari merged with JTS Corporation, working Jaguar VR prototypes were allegedly destroyed but some were recovered by video game collectors and showcased at events such as JagFest 2K1, a show dedicated to the Atari Jaguar scene.[11][54][55][66] To recoup losses, Virtuality sold the unused Jaguar VR technology to Takara and Philips, resulting in the Dynovisor TAK-8510 and Scuba Visor headsets respectively, before the company filed for bankruptcy in 1997.[11][20][27][67] In 2023, video game programmer Rich Whitehouse implemented VR support in Missile Command 3D for the Jaguar emulator BigPEmu, allowing use of modern headsets like the HTC Vive.[68]

References edit

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External links edit