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Carrier Command
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Carrier Command
Carrier Command is a 1988 video game published by Rainbird for the Amiga, Atari ST, IBM PC compatibles, ZX Spectrum, Macintosh, Commodore 64, and Amstrad CPC. Carrier Command is a cross between a vehicle simulation game and a real-time strategy game where players control a robotic aircraft carrier.
The game is set in the near future, where a team of scientists have developed two robotic aircraft carriers to colonise an archipelago of sixty-four islands. Unfortunately, the more advanced carrier falls into the hands of a terrorist organization, and they plan to conquer the archipelago for their own evil ends. It is the player's job to use the less advanced carrier to colonise the islands and destroy the enemy carrier.
Carrier Command is played as a real-time strategy and simulation game with the player having direct control over the friendly vehicles.
Except for the Commodore 64 version, Carrier Command uses filled-in vector graphics to create a three-dimensional view of the game world. The carrier and the vehicles it carries have full 360-degree freedom of rotation. In the Commodore 64 version, the gameplay is from a top-down 2D viewpoint.
The player's carrier, called the ACC Epsilon, is a very complex system with its own weaponry and automatic repair systems. Damage to the carrier is repaired by the automatic repair system. With the exception of the superstructure and the repair system itself, it is possible to fully repair any system in the carrier from 100% damage. If the superstructure reaches 100% damage, the carrier is destroyed and the game is lost.
The carrier carries up to eight Manta remote-controller aircraft and up to eight Walrus remote-controlled amphibious vehicles. Up to four of each can be operational at one time. The remote control of the Manta and Walrus vehicles has to be linked through the carrier. If they venture too far from the carrier, contact with the vehicles is lost, resulting in their destruction. Part of the appeal of the game lies in the control of these auxiliary vehicles.
The islands in the game are flat and rectangular, surrounded by sloping beaches. Neutral islands are covered in trees. A neutral island can be claimed to the player's side by dropping an ACCB (Automated Command Centre Builder) unit from a Walrus to the island. Some islands are claimed by the enemy. To capture an enemy island, a Walrus may fire a virus pod at the opening on the front of the enemy command centre.
After completing the 8-bit conversions of Starglider for Rainbird, the Leeds-based studio Realtime Games was invited to pitch an original title for 16-bit computers. A brainstorming session at Rainbird's London offices produced "a half-page outline of a game based on an aircraft carrier attacking an archipelago of islands." Programmers Ian Oliver and Graeme Baird expanded that outline into a hybrid of real-time strategy and vehicle simulation that would eventually become Carrier Command.
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Carrier Command
Carrier Command is a 1988 video game published by Rainbird for the Amiga, Atari ST, IBM PC compatibles, ZX Spectrum, Macintosh, Commodore 64, and Amstrad CPC. Carrier Command is a cross between a vehicle simulation game and a real-time strategy game where players control a robotic aircraft carrier.
The game is set in the near future, where a team of scientists have developed two robotic aircraft carriers to colonise an archipelago of sixty-four islands. Unfortunately, the more advanced carrier falls into the hands of a terrorist organization, and they plan to conquer the archipelago for their own evil ends. It is the player's job to use the less advanced carrier to colonise the islands and destroy the enemy carrier.
Carrier Command is played as a real-time strategy and simulation game with the player having direct control over the friendly vehicles.
Except for the Commodore 64 version, Carrier Command uses filled-in vector graphics to create a three-dimensional view of the game world. The carrier and the vehicles it carries have full 360-degree freedom of rotation. In the Commodore 64 version, the gameplay is from a top-down 2D viewpoint.
The player's carrier, called the ACC Epsilon, is a very complex system with its own weaponry and automatic repair systems. Damage to the carrier is repaired by the automatic repair system. With the exception of the superstructure and the repair system itself, it is possible to fully repair any system in the carrier from 100% damage. If the superstructure reaches 100% damage, the carrier is destroyed and the game is lost.
The carrier carries up to eight Manta remote-controller aircraft and up to eight Walrus remote-controlled amphibious vehicles. Up to four of each can be operational at one time. The remote control of the Manta and Walrus vehicles has to be linked through the carrier. If they venture too far from the carrier, contact with the vehicles is lost, resulting in their destruction. Part of the appeal of the game lies in the control of these auxiliary vehicles.
The islands in the game are flat and rectangular, surrounded by sloping beaches. Neutral islands are covered in trees. A neutral island can be claimed to the player's side by dropping an ACCB (Automated Command Centre Builder) unit from a Walrus to the island. Some islands are claimed by the enemy. To capture an enemy island, a Walrus may fire a virus pod at the opening on the front of the enemy command centre.
After completing the 8-bit conversions of Starglider for Rainbird, the Leeds-based studio Realtime Games was invited to pitch an original title for 16-bit computers. A brainstorming session at Rainbird's London offices produced "a half-page outline of a game based on an aircraft carrier attacking an archipelago of islands." Programmers Ian Oliver and Graeme Baird expanded that outline into a hybrid of real-time strategy and vehicle simulation that would eventually become Carrier Command.