8-Bit Apocalypse

The Untold Story of Atari's Missile Command

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Pub Date Oct 16 2018 | Archive Date Sep 30 2018
The Overlook Press | Harry N. Abrams

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Description

Before Call of Duty, before World of Warcraft, before even Super Mario Bros., the video game industry exploded in the late 1970s with the advent of the video arcade. Leading the charge was Atari Inc., the creator of, among others, the iconic game Missile Command. The first game to double as a commentary on culture, Missile Command put the players’ fingers on “the button,” making them responsible for the fate of civilization in a no-win scenario, all for the price of a quarter. The game was marvel of modern culture, helping usher in both the age of the video game and the video game lifestyle. Its groundbreaking implications inspired a fanatical culture that persists to this day.As fascinating as the cultural reaction to Missile Command were the programmers behind it. Before the era of massive development teams and worship of figures like Steve Jobs, Atari was manufacturing arcade machines designed, written, and coded by individual designers. As earnings from their games entered the millions, these creators were celebrated as geniuses in their time; once dismissed as nerds and fanatics, they were now being interviewed for major publications, and partied like Wall Street traders. However, the toll on these programmers was high: developers worked 120-hour weeks, often opting to stay in the office for days on end while under a deadline. Missile Command creator David Theurer threw himself particularly fervently into his work, prompting not only declining health and a suffering relationship with his family, but frequent nightmares about nuclear annihilation. To truly tell the story from the inside, tech insider and writer Alex Rubens has interviewed numerous major figures from this time: Nolan Bushnell, founder of Atari; David Theurer, the creator of Missile Command; and Phil Klemmer, writer for the NBC series Chuck, who wrote an entire episode for the show about Missile Command and its mythical “kill screen.” Taking readers back to the days of TaB cola, dot matrix printers, and digging through the couch for just one more quarter, Alex Rubens combines his knowledge of the tech industry and experience as a gaming journalist to conjure the wild silicon frontier of the 8-bit ’80s. 8-Bit Apocalypse: The Untold Story of Atari's Missile Command offers the first in-depth, personal history of an era for which fans have a lot of nostalgia.

Before Call of Duty, before World of Warcraft, before even Super Mario Bros., the video game industry exploded in the late 1970s with the advent of the video arcade. Leading the charge was Atari...


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ISBN 9781468316445
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Featured Reviews

As Atari conquered the video game market of the early 1980s, one programmer internalized the existential dread of the Cold War and produced Missile Command--a game built on three controllers and a trackball (a technology invented by the Canadian navy in the 1950s, which I didn't know), pitting the player against incoming nuclear warheads. Unlike most games at the time, you just couldn't win, only make the best of bad choices--a theme picked up by more recent games but alien at the time. Rubens tracks down the reclusive programmer, Atari executives, arcade owners and high scoring competitive gamers (Billy Mitchell is a gigantic jerk) to lay out the history of a game so steeped in 80s paranoia it has its own urban legends about being a CIA backed government recruiting tool.

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8-Bit Apocalypse is 1/3 history of Atari and 2/3 history of Missile Command / designer Dave Theurer. The opening section on Atari and all its hedonistic glory sets up converging elements: Cold War paranoia, the nascent wild west of the yet-to-be-formed video game industry, and the millions of dollars about to be poured into it by corporate America. That transitions into the need for new material (content) as the industry's founders moved onto different aspects of the business. Then enter Dave Theurer, who was tasked with creating some form of "satellite defense game." Just one problem -- during the height of Cold War fears, Theurer began to question the ethics of commercializing such an event.

Theurer, who rarely speaks out on his time as a game developer, worked with the author, along with quotes from other notable industry names from the time. The result is equal parts history lesson and personality profile of how the rigors of professional and external stress an impact a person. Highly recommend for anyone interested in the formative years of the video game industry, or even people interested in a different take on how the Cold War influenced popular culture.

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