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8-Bit Apocalypse: The Untold Story of Atari's Missile Command Hardcover – Illustrated, October 16, 2018
| Alex Rubens (Author) Find all the books, read about the author, and more. See search results for this author |
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Enhance your purchase
- Print length256 pages
- LanguageEnglish
- PublisherHarry N. Abrams
- Publication dateOctober 16, 2018
- Dimensions6.25 x 1 x 9.25 inches
- ISBN-101468316443
- ISBN-13978-1468316445
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Editorial Reviews
Review
- Geek.com
“A remarkable snapshot of a moment in time, one whose underlying tension is largely unknown to later generations . . . Rubens captures it all with a deftness that makes for an engaging narrative. . . . thanks to extensive research and some storytelling flair, the book is a sharply-told representation of a specific place and time. That tremendous specificity is a huge part of what makes the book so successful―it is an exceptional piece of retrospect that throws the ultimate importance of a game like ‘Missile Command’ into sharp relief. Fans of video game history―and history in general―will be fascinated by 8-Bit Apocalypse.”
- The Maine Edge
“Rubens delves deeply into the story of Atari’s 1980 arcade game Missile Command [and] illuminates the company’s founding and the inception of arcades as a part of American popular culture. Rubens shows [how] Theurer became the first game developer to realize the potential for games to affect players emotionally, an accomplishment that stands as Missile Command’s true legacy. . . . An excellent analysis of Cold War–era fears and the escapism provided by video games. It will be fascinating to anyone interested in the cultural influence of entertainment.”
- Publishers Weekly
“Alex Rubens takes a fascinating deep dive into the making and cultural context of Missile Command, one of the golden age's greatest arcade games. It's a haunting meditation on obsession and how the creation of one game became the stuff of nightmares for its designer.”
- Tim Lapetino, author of Art of Atari
“This book brought back the sinking feeling of seeing THE END with that slow closing circle―followed by the sinking of more quarters. An amazing look into the human toll of creating one of the greatest video games of all time.”
- Josh Tsui, executive producer of Insert Coin: Inside Midway's '90s Revolution
About the Author
Product details
- Publisher : Harry N. Abrams; 1st edition (October 16, 2018)
- Language : English
- Hardcover : 256 pages
- ISBN-10 : 1468316443
- ISBN-13 : 978-1468316445
- Item Weight : 15.2 ounces
- Dimensions : 6.25 x 1 x 9.25 inches
- Best Sellers Rank: #2,205,014 in Books (See Top 100 in Books)
- #515 in Computing Industry History
- #1,323 in Computers & Technology Industry
- #2,982 in Company Business Profiles (Books)
- Customer Reviews:
About the author

Alex Rubens is a Strategic Partner Manager at Google, managing content partnerships for YouTube's eSports division. He has written articles on video game culture and development for pop culture outlets such as Complex and HuffPost and video game websites Polygon, IGN, and Kotaku. He lives in Los Angeles, California.
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Learn more how customers reviews work on AmazonReviewed in the United States on December 29, 2020
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Turns out the answer is no, at least in the hands of Alex Rubens.
There are so many areas to criticize in this book that it's difficult to know where to start. Let's start with the beginning of the book :) The first third of the book is a shallow history of Atari and its culture. Other authors have covered this territory with far more depth and skill and its inclusion here is simply filler. Anyone reading a book on Missile Command is already familiar with the story of Atari and does not need a rehash.
Once we get into the actual development of Missile Command, the author shifts into page after page after page after page of overwrought Cold War imagery to try and link Missile Command to a greater narrative about the world in general. He does this through exaggerations and blatant falsehoods. Rubens describes the late 70s as a period when Americans were terrified of impending nuclear war to a point of almost being paralyzed and unable to function in our daily lives. This is simply not true. In the late 70s, Americans were more concerned with the perception of us being weak (Iran Hostage crisis) and an economy that was in the tank. Rubens then claims that Missile Command was inspired by the military rhetoric and actions of President Reagan and, further, his SDI/Star Wars system. That would be quite the feat, since Missile Command was released before Ronald Reagan was even elected. Much of this is described in a first-person fashion despite the author being clearly not old enough to have lived through this era.
The author's description of the game's actual development is a confused mess. He alternately describes Dave Theurer, the lead developer/engineer, as a veteran of the game industry and someone working on his first game. He describes events and timelines that lead to the conclusion that the development of Missile Command took 18 months or thereabouts while simultaneously implying a timeline of only a few months.
Precious little time is spent on the technical aspects of the game itself other than the fact it had a trackball and was in color. The author raves about the game's graphics as if they were a major step forward for the time (they weren't). He describes Missile Command's defensive nature as a first and somehow unique (it wasn't - Space Invaders, anyone?)
Instead we are treated to many, many repetitive pages attaching a narrative to Missile Command in a futile attempt to make it appear to be of greater depth than it is in reality. Yes, there's a bare bones story of unnamed cities being attacked with your job being to defend them. And...that's it. Dave Theurer, through his many hours developing the game, may have convinced himself there was something there but...there isn't. Even Rich Adam, the other developer on the game, doesn't buy into that concept.
Underlying the story of the game is the theme that its development essentially drove Dave Theurer crazy with nightmares of exploding cities and impending nuclear holocaust. That's undoubtedly terrible to have experienced. The author tries to lay that at the feet of the game itself but the connection is tenuous at best. Instead, the reality lies in the fact that Theurer was an insomniac who would work 96 hours straight and who once had an over-the-top reaction to a monster movie as a 10-year old.
The author also makes the claim that Missile Command's development was so rough and nightmarish that Theurer was driven out of the game development business. That's false. Theurer remained at Atari for a full decade after Missile Command, continuing to develop games the entire time, including all-time classic Tempest.
After the too-short middle section of the book covering the game's development, we are treated to a too-long section on the cultural impact of Missile Command and, again, a shallow history of Atari and the gaming industry. There's a highly detailed recap of an episode of the TV show "Chuck" that goes on for several pages. Then there's a detailed recap of the game Spec Ops: The Line (!?!?!?) with a very slight (at best) link to Missile Command. This, too, goes on for several pages. Multiple other cultural items are mentioned, such as the opening to the show, "The Americans". We also get a detailed, and fairly interesting, section on Tony Temple and Roy Schildt, high score champions of Missile Command, Yet, somehow with all those pages on all of that content, not a single mention of the movie documentary made about Missile Command ("High Score").
Finally, the author apparently spent many hours interviewing Dave Theurer but only two or three actual quotes from Theurer are included from those interviews. No stories, no personal reflections in Theurer's own words, nothing.
What we're left with is an incredibly shallow, overwrought, often factually incorrect, depiction of the development of a classic arcade game. The entire exercise is perhaps summed up by this passage at the end of the book. Rubens references Spec Ops' line "Do you feel like a hero now?" and then says about Dave Theurer, "I would say that such a word isn't strong enough to characterize Dave Theurer". Oof.
Do yourself a favor and do a Google search instead if you want to learn about Missile Command.
However, I cannot recommend this book. For some background, I'm a gen-X'er, grew up in the 70's/80's, right in the prime of the arcade scene and burgeoning home computer industry. I am a technology executive and have been in IT my entire life, and I still play video games daily on PC/Xbox, I'm an avid retro-computing and retro-gaming enthusiast, I go to retro gaming expos, still play arcade games on occasion when I run across them.
Some of my favorite arcade games from the 80's include Tempest, Pac-Man, Missile Command, Centipede, Galaga, Defender, Donkey Kong and many others. I was anticipating this book, and in fact pre-ordered it. I have read many dozens of similar (great) books on other retro gaming topics.
Here's my issue with this book. The author spent WAY too much time and too many chapters on setting the "tone" of the 1980's relative to the nuclear war threat/concern of the time, and some underlying "message" that the creator of Missile Command was attempting to get across with their game. Namely, that nobody wins in a nuclear war, and despite efforts, if you are in a nuclear war, everyone loses.
Ok. I get that. Spend a chapter on it, maybe two. But not 90% of the book. The repetition on this topic was nauseating. It was all I could do to force myself to finish the book, mostly to see if it ever "got on with it" and told some more stories or details. Ultimately, towards the end, it had a tiny bit about the chase for various high-scores and some drama around that.
What I was hoping to see was maybe some historical context (provided), but also some information on the arcade industry, competitors, other games, and specifically, what was going on inside Atari at the time, technical specs and what made this game so unique etc. The author "touched" on the latter, describing the unique trackball controller, but I wanted vastly more. Tell me about the types and numbers of CPU chips, memory design, graphics, monitor, how the code was stored or modified over different versions, how many styles of cabinets and games were released, compare and contrast it to other games of the time, all of that. Photos of circuit boards, wiring, power supplies, signals and decoding of the trackball movement into X/Y coordinates on the raster screen, lots of stuff like that is an opportunity missed.
If you're looking for a political treatise on how terrible nuclear weapons are and how the creator of Missile Command was trying to send a backhanded message with his game design, this book is for you.
If you're looking for a more casual and technical review of the game, historical "arcade" context, or a deep technical dive, this is not your book.
It feels like a web article stretched out into a book, because it is. I recommend just looking up the author's Polygon article and reading that. Takes less time than the book, and you get most of the important bits of information.
By Jolt on December 29, 2020



