- Release Year: 2007
- Platforms: Browser, Windows
- Publisher: Cactus Software, Westech Media, LLC
- Developer: Cactus Software
- Genre: Action
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Arcade, Shooter

Description
MSOIDS is a top-down arcade shooter based on the Asteroids formula, where players control a cannon to blast asteroids that split upon impact while dodging collisions to survive. Featuring simple, MS Paint-style graphics with dynamic color changes and occasional invulnerability pickups, this freeware game was developed in just four hours and is available for Windows and browsers.
MSOIDS Reviews & Reception
mobygames.com : Perfect little game for it’s scope, I’d like anyone to try and do better.
MSOIDS: Review
Introduction: The Elegance of Constraint
In the vast, often-overlooked archives of freeware and browser games, certain titles shimmer with a peculiar, almost defiant brilliance. They are not defined by multimillion-dollar budgets or years of development, but by a razor-sharp focus and an intimate understanding of their own scope. MSOIDS is one such title—a minimalist Asteroids variant crafted in a single, relentless four-hour session by developer Jonatan Söderström (of Cactus Software). Released in October 2007 for Windows and browser platforms, it distills the essence of arcade shooting into a hypnotic, vibrantly chaotic experience. Its legacy is not one of commercial blockbuster status but of pure, unadulterated game design, a thesis statement on how constraint can breed creativity. This review argues that MSOIDS is a forgotten gem of the mid-2000s indie scene, a perfect “game loop” artifact whose influence is felt more in its philosophical approach to simplicity than in any direct descendants.
Development History & Context: A Flash in the PanBorn from Necessity
To understand MSOIDS is to understand its context: the late-2000s explosion of accessible game-making tools and the burgeoning indie scene.developed using GameMaker, a then-emerging engine prized for its low barrier to entry, MSOIDS was the product of a “game jam” mentality before the term was ubiquitous. Jonatan Söderström, later known for projects like Hotline Miami, created it in a single, focused four-hour burst. This context is not a footnote; it is the game’s foundational mythos.
The technological constraints were self-imposed. With no time for complex assets, Söderström embraced a crude, deliberate MS Paint aesthetic. This was not a lack of skill but a pragmatic, artistic choice that defined the game’s visual identity. The era was one where the “Asteroids” formula—a top-down shooter with splitting geometry—was a well-trodden path, but tools like GameMaker allowed for rapid prototyping and distribution via portals like CrazyMonkeyGames.com and the YoYo Games Archive. MSOIDS existed in the same ecosystem as early Geometry Wars clones and Flash shmups, but its claim to fame was its stark, almost brutish purity and the story of its own creation. It was a game born from the question: “What is the absolute minimum required to make this fun?”
Narrative & Thematic Deep Dive: The serenity of No Story
MSOIDS has no narrative. There are no characters, no plot, no dialogue, no world to save. This is its most profound and intentional thematic choice. In an industry increasingly obsessed with cinematic storytelling, MSOIDS is a deliberate rejection of narrative as a core component of play. Its “theme” is pure abstract interaction.
The only “story” is the one the player tells themselves: the escalating tension from a single large asteroid to a screen-filling vortex of geometric shrapnel. The player’s tiny cannon is an avatar of pure agency against an indifferent, crumbling cosmos. The fleeting power-up—granting temporary invulnerability and the ability to destroy asteroids by touch—is a momentary triumph of the self over systemic chaos. It’s a tiny, almost nihilistic power fantasy: you are a speck of order in a universe of fragmented disorder, and your only victory is a higher score. The lack of an ending, noted by player Chuck Bonnovan as a potential negative, is actually the ultimate expression of this theme. There is no “winning,” only the perpetuation of the loop. It’s a Zen koan of arcade design: the game’s purpose is to play, and its end is only when you choose to stop. This resonates deeply with the “high score chase” culture of early arcade games, where narrative was the player’s own perseverance.
Gameplay Mechanics & Systems: The Hypnotic Loop of Destruction
MSOIDS’s genius lies in the utter, crystalline clarity of its core gameplay loop, which is as follows:
1. Move (WASD or arrow keys): Navigate the fixed-screen arena.
2. Aim & Shoot (mouse cursor and click): Target the large, square asteroids.
3. Split & Conquer: Destroyed asteroids fracture into two smaller, faster squares.
4. Evade: Avoid collision with all asteroid fragments. One hit, and it’s game over.
5. Collect & Empower: Occasional pickups grant temporary invincibility, allowing touch-destruction.
6. Repeat & Score: Rack up points by clearing screen after screen of increasingly dense asteroid fields.
This loop is mechanically flawless for its scope. The controls are instantly responsive—keyboard for movement, mouse for independent aiming—creating a “twin-stick” feel on a PC. The progression is purely mechanical: the screen never gets “easier,” only more frantic as the number of fragments multiplies. There is no character progression, no weapon upgrades, no power-ups beyond the single invincibility pickup. This lack of systemic complexity is its strength; the player’s skill is the only variable.
The user interface is nonexistent beyond the score counter, a perfect design choice that keeps the focus entirely on the playfield. The innovation is not in a new mechanic but in the perfect calibration of existing ones: the speed of fragments, the player’s movement inertia, and the crisp, immediate feedback of a satisfying “pop” when an asteroid is destroyed. The “flaw” of repetition is inherent to the genre, but the dynamic color palette (shifted with the Spacebar) provides a constant, low-level visual stimulus to combat habituation.
World-Building, Art & Sound: The Beauty of the Rough Draft
Visual Design: The “MS Paint style” is MSOIDS’s signature. Using a restricted palette and basic shapes, it creates a strange, neo-primitive aesthetic. The asteroids are stark squares. The player’s ship is a simple, angular cannon. The background is often a stark, empty color. This isn’t a technical limitation masquerading as style; it’s a bold artistic statement. The colors shift randomly on new games and can be changed mid-game, meaning every session has a unique, jarringly vibrant visual identity—one game a violent red-on-black, the next a seasick green-on-yellow. This reinforces the theme of abstract, systemic chaos. The “graphics” are not a window into a world; they are pure data visualization. They are functional, readable, and hypnotic in their simplicity.
Sound Design: Comprising music by “ExcelioN,” the audio is a sublimely fitting backdrop. Typically described as a looping, chiptune-esque or ambient electronic track, it is unobtrusive yet tense, providing a rhythmic pulse that matches the gameplay’s heartbeat. It avoids the frenetic energy of typical shooters, instead offering a sense of detached, almost meditative focus. The sound effects are likely minimalist blips and pops, serving only as tactile confirmation of the player’s actions. Together, audio and visuals create a synesthetic experience where the sound complements the visual rhythm, not overwhelming it.
Atmosphere: The atmosphere is one of clinical abstraction. There is no “world” here, only the arena. The sparse, flip-screen presentation (a fixed view of the entire playfield) removes any sense of exploration or discovery. The atmosphere is generated entirely by the player’s skill and the relentless, beautiful geometry of destruction. It is the atmosphere of a screensaver gone violently wrong.
Reception & Legacy: The Cult of the Quick and the Quiet
At launch, MSOIDS existed in the deep background of 2007—a year that saw the release of titans like BioShock, Call of Duty 4: Modern Warfare, and Super Mario Galaxy. Its reception was quiet, limited to the scattered ratings of freeware portals. The critical reception is virtually non-existent; Metacritic lists no critic reviews. Its lifeblood has been player word-of-mouth and community preservation.
The single articulate player review on MobyGames by “Chuck Bonnovan” (2023) is a passionate defense that perfectly captures the game’s cult appeal: “Incredible injustice in some of these ratings, this is a gem honestly.” He lauds its “Perfect design,” where “the music, artstyle, user experience, it all complements one another in a fantastical way,” and its social, “perfect for that” high-score chasing with friends. This review highlights the disconnect between its low aggregate score (2.6/5 from 4 ratings) and the intense affection it inspires in those who “get it.”
Its legacy is subtle but significant:
1. The “4-Hour Game” Legend: It stands as a prime example in discussions about rapid prototyping and the value of “game jams.” Its existence is a proof-of-concept for minimalist design.
2. Aesthetic Influence: Its raw, intentional “bad” graphics prefigure a strand of modern indie and “brutalist” game design that embraces simplicity and procedural generation over hand-crafted polish.
3. Preservation: It survives through archival sites like the YoYo Games Archive, Flash Museum, and My Abandonware, a testament to the efforts to preserve the ephemeral history of browser freeware.
4. Philosophical Counterpoint: In a year dominated by narrative-driven masterpieces like Portal (released the same month), MSOIDS is a stark reminder that gameplay can be the sole, sufficient narrative. While Portal used its mechanics to serve a story, MSOIDS uses its mechanics to create an experience where story is irrelevant. They represent two poles of 2007 design: the intricately crafted puzzle and the perfectly honed loop.
Conclusion: A Perfect Specimen of Its Kind
MSOIDS is not for everyone. Those seeking progression systems, narrative payoff, or graphical fidelity will find it barren. But to evaluate it by those standards is to miss the point entirely. It is a design exoskeleton, stripped of all non-essential elements to reveal the pure, unadorned mechanics of “shoot, dodge, survive, repeat.” Developed in four hours, it achieves a cohesion and satisfaction that many AAA titles strive for over years.
Its place in video game history is not on a pedestal of “greatest games,” but in a glass case in the museum of game design. It is a primary source document on the power of limitation, a love letter to the arcade loop, and a successful experiment in marrying crude aesthetics with mechanically precise gameplay. It is the sound of a single, clear bell in a noisy cathedral. For those who appreciate the architecture of interaction for its own sake, MSOIDS is not just a good game—it is a perfect one, exactly as it is. It fucks.