Carrier Command

Carrier Command was a technical marvel. Not only did the game utilise filled, polygonal craft in the game (even the Spectrum version, though not the C64) but it was also one of the first real-time strategy games.

Two opposing carriers, filled with assault craft and armed to the teeth. Gain control of the archipelago by building defence, resource and factory bases. The enemy carrier, controlled by the game’s excellent AI, is more technologically advanced and the terrorists in charge have the same agenda.

The assault craft take various forms but all can be piloted from a first-person viewpoint. Manta fighter planes and Walrus amphibious tanks can be used to launch attacks on enemy bases or even the enemy carrier.

The game can be launched in two modes – “Action” and “Strategy”. In “Strategy” mode, the player starts with one island and the enemy starts with eight islands, while the rest are free. In “Action” mode, the game begins with each player already possessing a network of islands while again, some islands remain neutral.

Carrier Command is a complex and involving game, and at the time was lauded for its depth. It was released on most formats of the time including Commodore Amiga, Atari ST, MS-DOS, Amstrad CPC, ZX Spectrum, Commodore 64 and Apple Macintosh.

” A graphically excellent and action-packed strategy game of remarkable depth.”

Zzap! October 1988 – 92%