Early levels offer a fair amount of challenge, and later levels add a plethora of missiles, bombers, and near-invulnerable UFOs to increase the chaos. On the player's side is a wide range of defensive weapons systems to be bought between waves, which lets players customize the game to fit their own style. Arcade veterans will be thrown at first by subtle changes to the game's rules, but after a trip to the weapons shop, they'll be able to wreak arcade-level havoc in style. The inability to choose difficulty settings is a drawback, but Super Missile Command is clearly the draw on this card. Super Asteroids' visuals are largely done in shades of grey and white, with only minor touches of color in a few places.
Sprites are detailed, but animation is all but nonexistent, making for a lukewarm effect.
Sounds, on the other hand, are uniformly simple on both titles. Simple explosions and weapons fire are the prominent effects, with a few minimal chimes on occassion. Super Missile Command offers a few more effects, but both titles could have benefitted from extra touches like sirens or more sophisticated sounds. A pair of themes on each game's title page provide the only music on the card. Super Asteroids is dull and pointless, but Super Missile Command is an enjoyable game in its own right.