Zzap


Carrier Command
By Rainbird
Commodore 64

 
Published in Zzap #62

Carrier Command

The original 16-bit version caused a revolution in computer gaming, showing what could be done with solid 3D on the powerful new machines. It was an incredibly ambitious project, attempting to simulate a complete battlefield in an archipelago of 64 islands. While the C64 version has dropped the 3D, it is a surprisingly accurate conversion in most other respects.

The game takes place in the 21st century, when energy is scarce and geothermal heat a vital resource. The automated carriers Epsilion and Omega are designed to build plants on the islands, developing a supply network. But STANZA terrorists have reprogrammed the Epsilon, making it a war machine dedicated to turning the archipelago into a massive military complex.

You can choose when the game begins. In strategy mode all 64 islands are neutral, and the two carriers have just arrived at opposite ends of the massive archipelago. In action mode most of the islands are already occupied and the Omega has just arrived off the coast of an enemy island.

Carrier Command

Underground pipelines connect all the islands, forming supply networks feeding your stockpile island with fuel, weapons, and replacement vehicles. You can choose which items the network should devote most resources to building. A successful campaign depends on a good supply network, so you must defend it while simultaneously trying to destroy the enemy network by invading critical islands.

Your main weapons are Walrus amphibious tanks and Manta attack aircraft. A typical invasion would begin with a Manta strafing the enemy island, using lasers to destroy all the ground installations. This eliminates the lethal surface-launched missiles (and on defence islands, aircraft). You can then send in a Walrus to slowly work its way through the maze of the island's buildings, destroy the Command Centre and drop a pod to convert the island into a friendly one, which can supply resources or produccts to the stockpile island, or to be a defence island - the choice is yours.

Your carrier also comes equipped with a repair system, which can be used on damaged Mantas, Walruses and carrier parts such as radar, engines, and the electricity generator. Lose radar and the large map, which can be zoomed into, won't be able to show the position of your vehicles. A pity, since the map can be sed to set destinations for vehicles to which their autopilots will take them.

St

The decision to drop the 3D was no doubt a wise one, and the new 2D arcade has plenty of good ideas. Enemy defences are tougher than on the Amiga, and the maze idea makes the Wallruses' role much more interesting.

Bumping into walls causes damage which can soon be fatal, so a good idea is to scout out a path to the Command Centre with a slow flying Manta. The strategy side of the game seems as strong as on the Amiga, so there's plenty right with this conversion.

Unfortunately, graphics were undoubtedly the best part of Amiga Carrier Command and their absence reveals the repetitiveness of invading island after island. It's a pity there's only four types of mazes supposedly (although we've seen just one), but increasing difficulty helps compensate.

Robin

The ground-breaking 3D shapes of the 16-bit original were never destined to grace the C64 but I didn't expect to see the game reduced to a shoot-'em-up with a mild dose of strategy to keep you playing.

The graphics become repetitive very quickly indeed with little new to hold the attention once you've taken out a few islands. I like the icons though, they're easy to use and understand, extensive and make a professionally presented game (the basic arcade sequences let it down tremendously). There's no reason for the delay in converting the 16-bit original, much less so when the result is merely average.

Verdict

Presentation 80% Attractive loading screen, music on tape, good save feature but the manual/packaging is poor for this price.

Graphics 66% The sophisticated icon-control system has been reproduced in full Arcade 2D grahics are fine, if repetitive.

Sound 47% Mediocre intro and spot FX.

Hookability 71% Initially confusing, but icon system is soon mastered and arcade element is fun.

Lastability 59% Okay strategy game, but arcade element is very repetitive.

Overall 64% An impressive conversion, sadly lacking crucial variety in the arcade element.