Missile War is a video game in the action genre developed by UA Limited and published by Emerson Radio Corp. originally released in 1982. It is currently playable on Arcadia 2001.
Missile War places the player in command of a ground-based defense network charged with protecting populated territory from a relentless bombardment. Enemy missiles descend from the upper reaches of the screen, following angled paths toward the installations below. The available defense positions are spread along the bottom of the playfield, and survival depends upon selecting the proper firing point, judging the incoming trajectories, and destroying each warhead before it reaches its target. The action presents a clear battle of timing and accuracy, with every passing wave demanding quicker decisions.
The joystick directs the defense cursor across the sky, while the fire control launches an interceptor toward the selected position. A successful shot produces an expanding explosion, and any hostile missile caught within its radius is eliminated. The player must therefore aim not only at individual targets but also at groups of missiles traveling close together. Detonating a warhead near the top of the screen can clear a dangerous formation, while a poorly placed shot may leave several targets free to continue their descent. Ammunition and defensive positions are limited, making wasteful firing a serious danger during the later stages of the attack.
The screen is arranged as a stark nighttime combat display. A dark field provides the background for bright missile trails, flashing bursts, and the compact defensive installations positioned along the lower edge. Enemy projectiles are represented by sharply defined lines or luminous points as they cross the sky, while interceptor fire traces a direct route from the selected battery to its destination. Explosions briefly fill the surrounding area with block-like patterns of color, giving each successful interception a forceful visual impact. The uncluttered presentation keeps the action easy to follow even as the number of targets increases.
Missile War uses short electronic tones to mark the principal events of the battle. Launches, impacts, and explosions are distinguished by crisp arcade-style sounds, while the continuing attack is accompanied by a tense sequence of repeating signals. The audio remains spare and functional, reinforcing the impression of a computerized warning and defense system rather than providing a musical background. Each sound becomes an important part of the action, helping the player recognize a launch or interception while attention remains fixed on the sky.
As the bombardment continues, missile paths become more difficult to read and the pressure on the defense network steadily mounts. A player who fires rapidly may clear the immediate danger but leave the batteries unprepared for the next wave; a player who waits too long risks losing an installation or allowing the attackers to reach their objectives. Missile War is consequently built around concentration, prediction, and economical use of firepower. Its simple controls make the opening attack immediately accessible, while the accelerating assault provides a demanding test of reflexes for players seeking a higher score.
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