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{{Short description|1988 video game}}
{{Infobox CVG| title = Carrier Command
{{About|the 1988 video game|the 2012 video game|Carrier Command: Gaea Mission}}
|image = [[Image:Spectrum_-_Carrier_Command.jpg|240px]]
{{Infobox video game
|title = Carrier Command
|image = Spectrum - Carrier Command.jpg
|caption = ZX Spectrum cover art
|developer = [[Realtime Games Software|Realtime Games]]
|developer = [[Realtime Games Software|Realtime Games]]
|publisher = [[Telecomsoft|Rainbird]]
|publisher = [[Telecomsoft|Rainbird]]
|designer =
|designer =
|engine =
|engine =
|released = [[1988 in video gaming|1988]]
|released = 1988
|genre = [[Simulation game]]
|genre = [[Vehicle simulation game|Vehicle simulation]]
|modes = [[Single player]]
|modes = [[Single-player video game|Single-player]]
|platforms = [[Amiga]], [[Atari ST]], [[MS-DOS]], [[Amstrad CPC]], [[ZX Spectrum]], [[Commodore 64]], [[Macintosh]]
|ratings = N/A
|platforms = [[Amiga]], [[Atari ST]], [[MS-DOS]], [[Amstrad CPC]], [[ZX Spectrum]], [[Commodore 64]], [[Apple Macintosh]]
|media = [[Floppy disk]], [[Compact audio cassette|cassette]]
|requirements =
|input =
}}
}}
'''''Carrier Command''''' is a 1988 [[video game]] published by [[Rainbird (software company)|Rainbird]] for the [[Amiga]], [[Atari ST]], [[IBM PC compatible]]s, [[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 [[robot]]ic [[aircraft carrier]].


==Plot==
'''''Carrier Command''''' is a [[1980s]] [[computer game]] for the [[Amiga]], [[Atari ST]], [[PC compatible|PC]], [[ZX Spectrum]], [[Apple Macintosh]], [[Commodore 64]] and [[Amstrad CPC]] computers.
[[Image:Carrier command-spectrum screenshot.gif|thumb|left|ZX Spectrum version]]


The game is set in the near future, where a team of [[scientist]]s have developed two robotic aircraft carriers to colonise an [[archipelago]] of sixty-four [[island]]s. Unfortunately, the more advanced carrier falls into the hands of a [[Terrorism|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.
==Setting and Gameplay==
[[Image:Carrier command-spectrum screenshot.gif|thumb|320px|left|Carrier Command on the ZX Spectrum]]
[[Image:ST_Carrier_Command.png|thumb|320px|left|Carrier Command on the Atari ST]]


==Gameplay==
''Carrier Command'' is a cross between a [[simulator game]] and a [[real-time strategy game]] where players control a [[robot]]ic [[aircraft carrier]]. The carrier is not based on any real-life aircraft carrier but has been designed specifically for the game.
[[File:ST Carrier Command.png|thumb|left|Screenshot from the Atari ST version]]
''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 [[3D computer graphics|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 game is set in the near future, where a team of [[scientist]]s have developed two robotic aircraft carriers to colonise an [[archipelago]] of sixty four [[island]]s. Unfortunately, the more advanced carrier falls into the hands of a [[Terrorism|terrorist]] organization, and they plan to conquer the archipelago for their own evil ends. It is the players' job to use the less advanced carrier to colonise the islands and destroy the enemy carrier.


The player's carrier, called the ''ACC Epsilon'', is a very complex system with its own [[weapon]]ry 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.
Across all but one format, ''Carrier Command'' uses filled-in [[vector graphics]] to create a [[3D computer graphics|three-dimensional]] view of the game world. The game does not use [[texture mapping]] but uses a simple [[raster]] pattern to shade objects. The carrier and the vehicles it carries have full 360-degree freedom of rotation. The Commodore 64 version is the exception and reproduces the same gameplay from a top down 2d viewpoint more appropriate to that machine's limitations.


The carrier carries up to eight '''Manta''' remote-controller [[aircraft]] and up to eight '''Walrus''' remote-controlled [[amphibious vehicle]]s. 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.
When previewed and finally released on Atari ST and Amiga formats, the game received substantial attention due to the level of fluidity 3D in the graphics engine that hadn't really been seen before.


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''' 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.
A game of ''Carrier Command'' can be initiated in two ways.
* In "Strategy" mode, the player starts with one island and the enemy starts with eight islands, while the rest are free. The two carriers each start at their respective home island, and the two home islands are chosen to be as distant as possible from one another. The enemy carrier, because of its superior speed, can assimilate islands more quickly than the player can.
* In "Action" mode, the game begins with each player already possessing a network of islands (some islands remain neutral). The enemy carrier has a greater number of islands under its control. The player's carrier begins the game near the centre of the map, where there is a much greater chance of confronting the enemy carrier.


==Reception==
The player's carrier (ACC Epsilon) is a very complex system, having its own [[weaponry]] and automatic repair systems. The carrier has a [[laser]] gun turret that has unlimited [[ammunition]] but will heat up every time it is fired making them required to be rested after firing several shots in rapid succession. The carrier can fire missiles by launching a recon drone high into the sky and then selecting targets while looking through the recon drone. The carrier is also equipped with a decoy flare launcher which works just like an aerial [[countermeasure]], and defence buoys to protect it from missile attacks.
{{Video game reviews
| YSinclair = ZX: 94%<ref name="YSinclair"/>
| rev1 = ''[[ACE (games magazine)|ACE]]''
| rev1Score = PC: 965/1000<ref name="ACE"/> <br /> ZX: 923/1000<ref>{{Cite web|url=https://archive.org/stream/ace-magazine-22/ACE_Issue_22_1989_Jul#page/n75/mode/1up|title = ACE Magazine Issue 22|date = July 1989}}</ref>
| rev2 = ''[[Amiga Power]]''
| rev2Score = Amiga: 78%<ref>{{cite web|url=http://amr.abime.net/amr_popup_picture.php?src=amiga_power/magscans/ap41_1994_09/078.jpg&c=72418&n=1&filesize=333096|title=Amiga Power 1994|website=amr.abime.net}} {{dead link|date=April 2023}}</ref>
| rev3 = ''[[Computer Gaming World]]''
| rev3Score = PC/Mac: {{Rating|2.5|5}}<ref name="brooks199206"/>
| rev4 = ''[[:de:Happy Computer|Happy Computer]]''
| rev4Score = Atari ST: 78%<ref>{{Cite web|url=https://www.kultboy.com/index.php?site=t&id=1326|title=Kultboy.com - DIE Kult-Seite über die alten Spiele-Magazine und Retro-Games!|website=www.kultboy.com|access-date=5 April 2023}}</ref>
| rev5 = ''[[The Games Machine]]''
| rev5Score = Atari ST: 98%<ref name="tgm7-40"/> <br /> Amiga: 97%<ref>{{cite web|url=https://ia600604.us.archive.org/view_archive.php?archive=/1/items/World_of_Spectrum_June_2017_Mirror/World%20of%20Spectrum%20June%202017%20Mirror.zip&file=World%20of%20Spectrum%20June%202017%20Mirror/sinclair/magazines/TheGamesMachine/Issue11/Pages/TheGamesMachine1100056.jpg|title=Clipping. World of Spectrum June 2017 Mirror|access-date=5 April 2023|website=archive.org}}</ref> <br /> C64: 66%<ref>{{Cite web|url=https://archive.org/stream/the-games-machine-32/TheGamesMachine32#page/n56/mode/1up|title = The Games Machine Issue 32}}</ref>
| rev6 = ''[[Zzap!64]]''
| rev6Score = Amiga: 92%<ref name="Zzap"/> <br /> C64: 64%<ref>{{Cite web|url=http://www.zzap64.co.uk/cgi-bin/displaypage.pl?issue=062&amp;page=018&amp;thumbstart=0&amp;magazine=zzap&amp;check=1|title = Impossible to Display Scan}}</ref>
| award1Pub = ''Crash''
| award1 = Crash Smash<ref>Game review, Crash magazine issue 63, April 1989, page 12</ref>
| award2Pub = ''Sinclair User''
| award2 = SU Classic
| award3Pub = ''Your Sinclair''
| award3 = Megagame<ref>Game review, Your Sinclair User magazine issue 43, July 1989, page 22</ref>
}}
''[[The Games Machine]]'' awarded the [[Atari ST]] and [[Amiga]] versions 98% and 97% respectively and ranked ''Carrier Command'' the #1 game of 1988.<ref>[http://wos.meulie.net/pub/sinclair/magazines/TheGamesMachine/Issue07/Pages/TheGamesMachine0700039.jpg The Games Machine, July 1988, page 39]</ref><ref name="tgm7-40">[http://wos.meulie.net/pub/sinclair/magazines/TheGamesMachine/Issue07/Pages/TheGamesMachine0700040.jpg The Games Machine, July 1988, page 40]</ref><ref>[http://wos.meulie.net/pub/sinclair/magazines/TheGamesMachine/Issue07/Pages/TheGamesMachine0700041.jpg The Games Machine, July 1988, page 41]</ref> [[ACE (games magazine)|''ACE'' (''Advanced Computer Entertainment'')]] scored the PC version 965/1000,<ref name="ACE">Advanced Computer Entertainment, issue 27, Dec 1989</ref> while ''[[Zzap!64]]'' magazine awarded the Amiga release 92%.<ref name="Zzap">[http://amigareviews.classicgaming.gamespy.com/carrierc.htm Zzap! October 1988, p88-89] {{webarchive |url=https://web.archive.org/web/20081214134246/http://amigareviews.classicgaming.gamespy.com/carrierc.htm |date=December 14, 2008 }}</ref> The game was ranked the 15th best game of all time by ''[[Amiga Power]]''.<ref>Amiga Power magazine issue 0, [[Future Publishing]], May 1991</ref>


''[[Computer Gaming World]]'' in 1988 praised the game's blend of strategic and tactical play, recommending it as an improvement over ''[[Starglider]]''.<ref name = "CGW">{{Cite news | date = October 1988 | last = Battles | first = Hosea | magazine = [[Computer Gaming World]] | title = Terrorism in the 22nd Century | pages = 22–23 }}</ref> A 1992 survey in the magazine of wargames with modern settings gave the game two and a half stars out of five, describing it as a "futuristic [[arcade game]]",<ref name="brooks199206">{{cite magazine | url=http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=95 | title=The Modern Games: 1950 - 2000 | magazine=Computer Gaming World | date=June 1992 | access-date=24 November 2013 | author=Brooks, M. Evan | pages=120}}</ref> and two 1994 surveys gave it two stars.<ref name="brooks199401">{{Cite magazine |last=Brooks |first=M. Evan |date=January 1994 |title=War In Our Time / A Survey Of Wargames From 1950-2000 |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=114 |magazine=Computer Gaming World |pages=194–212}}</ref><ref name="brooks199405">{{Cite magazine
When the carrier is damaged for some reason, the automatic repair system repairs damaged parts of the carrier. The damage of the carrier is divided up into several components including the automatic repair system and the carrier itself. While it is possible to fully repair any of the carrier’s components from 100% damage, if the damage to the carrier itself reaches 100%, the carrier is destroyed and the game will be over. Damage to the components is done according to where the impacts are on the carrier. For example, a hit from a missile to the rear side of the carrier will do severe damage to both the engine and docking bay, but will do little or no damage to the other components of the ship. The player can set the repair priorities for each part of the carrier that will determined which parts will be repaired first. Any component except the automatic repair system that has over 50% damage will not work. Some components that are partially damaged will operated less efficiently. If the engine is damaged for example, the carrier will not be able to move as fast. If damaged, the laser turret will heat up faster and cool down slower so it will not be able to fire as frequently. The repair system repairs the carrier slower if it is damaged.
|last=Brooks
|first=M. Evan
|author=
|last2=
|first2=
|date=May 1994
|title=Never Trust A Gazfluvian Flingschnogger!
|department=
|url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=118
|magazine=Computer Gaming World
|pages=42–58}}</ref> The [[ZX Spectrum]] version was awarded a "[[CRASH (magazine)|''Crash'']] Smash" with 97%, and was awarded 94% by ''[[Your Sinclair]]'',<ref name="YSinclair">{{Cite web |url=http://www.ysrnry.co.uk/articles/carriercommand.htm |title=Carrier Command<!-- Bot generated title --> |access-date=2007-01-06 |archive-url=https://web.archive.org/web/20070312163735/http://www.ysrnry.co.uk/articles/carriercommand.htm |archive-date=2007-03-12 |url-status=dead }}</ref> and was placed at number 12 in the ''Your Sinclair'' official top 100.


In 1991, ''[[PC Format]]'' named ''Carrier Command'' one of the 50 best computer games ever. The editors called it "a splendid mixture of strategic planning and arcade action".<ref name=pcformat50>{{cite journal| journal=[[PC Format]] | title=The 50 best games EVER! |date=October 1991 | issue=1 | pages=109–111 }}</ref> ''Carrier Command'' was named the 56th best computer game ever by ''PC Gamer UK'' in 1997. The editors wrote that it "packs more flight-sim, sea-sim and tank-sim action and strategy than a dozen of your so-called CD-ROM games could manage in a million or more megabytes."<ref name=pcgameruktop100>{{cite magazine |author1=Flynn, James |author2=Owen, Steve |author3=Pierce, Matthew |author4=Davis, Jonathan |author5=Longhurst, Richard | magazine=[[PC Gamer UK]] | title=The ''PC Gamer'' Top 100 |date=July 1997 | issue=45 | pages=51–83 }}</ref>
The carrier carries up to four MANTA remote-controlled [[aircraft]] and up to four WALRUS remote-controlled [[amphibious vehicle]]s. The remote control of the MANTAs and the WALRUSes has to be linked through the carrier, so if they go too far from the carrier the [[cockpit]] screen of them will become [[ghosting (television)|ghosted]]. If they venture even further away from the carrier, they will lose all contact with the carrier and be destroyed; the MANTAs will just simply fall out of the sky. If however, a MANTA is equipped with a communication pod, they can go as far away from the carrier as desired providing they have enough fuel. Only one MANTA can have a communication pod at any one time though.


==Legacy==
The MANTAs are primarily for combat use, but the WALRUSes are primarily used to carry payloads to the islands. Depending on the current status of the island, and its intended use, the payload might be the starting kit for a colony, or a virus bomb to destroy an enemy colony. The MANTAs can be equipped with missiles that can automatically lock on to enemy targets. The WALRUS vehicles can be loaded with missiles that can be manually guided into targets.
''Carrier Command'' was followed by ''[[Battle Command (video game)|Battle Command]]'', where the player controls a [[tank]].


''[[Hostile Waters: Antaeus Rising]]'' (2001) was inspired by ''Carrier Command'' and has many similarities.<ref>{{Cite web|url=https://www.rockpapershotgun.com/making-of-hostile-waters|title=Making Of: Hostile Waters|last=Gillen|first=Kieron|date=7 December 2007|website=[[Rock Paper Shotgun]]|publisher=[[Gamer Network]]|access-date=28 April 2022}}</ref>
Part of the appeal of the game lies in the control of these auxiliary vehicles. The player can, if desired, have all four Mantas and all four Walruses out of the carrier at once, and can pilot each personally, or program each to travel to a specific location (none of the vehicles can be programmed to perform attack or defence functions). Once arrived, a Walrus will simply wait. A Manta will adopt a circular holding pattern until it runs out of fuel, at which point it will crash into the ground or sea and be lost. Some islands have runways on which Mantas may be landed and refuelled. A Walrus which has run out of fuel may be refuelled by another Walrus carrying a spare fuel pod.


''[[Carrier Command: Gaea Mission]]'' (2012) is a modern remake by [[Bohemia Interactive|Bohemia Interactive's]] Prague studio. It's a real-time action/strategy game, where the overarching objective is to conquer and control islands. It features a vast 33-island archipelago on the planet-moon Taurus.
The carrier can also be piloted directly, or programmed to travel to a specific location, which may be another island.


''Carrier Command 2'' was announced in December 2020. It was published by the reconstituted [[Microprose]] and was released August 10, 2021 on [[Steam (service)|Steam]].<ref>{{Cite web|url=https://www.microprose.com/games/carrier-command-2/|title=Carrier Command 2|website=MicroProse|accessdate=5 April 2023}}</ref> Included in the purchase is a virtual reality version of the game. There is a multiplayer component using invitation systems through Steam or by invitation code. Players cooperatively play utilizing different stations aboard the carrier deck. The sequel received mixed reviews, with ''[[The Games Machine (Italy)|The Games Machine]]'' rating it 6.7/10 points and calling its gameplay "brilliant" but "brought down by obtuse and ancient systems".<ref>{{Cite web |last=Paschetto |first=Nicolò |date=2021-09-08 |title=Carrier Command 2 – Recensione |url=https://www.thegamesmachine.it/carrier-command-2-pc/carrier-command-2-recensione/ |access-date=2022-06-24 |website=[[The Games Machine]] |language=it-IT}}</ref>
==Enemy Carrier==
The enemy carrier ('''the ACC Omega''') is also constantly sailing the archipelago, but instead of MANTAs and WALRUSes it uses a stronger variant of the island defence fighter to capture friendly islands, and actually floats onto neutral islands to capture them. If the player manages to destroy the enemy carrier, the game is considered to be won. However, the player is then offered the opportunity to recapture all of the remaining enemy islands in the absence of the enemy carrier.


==References==
The enemy carrier is of a different design and colour to the player's carrier. It has superior top speed, maneuverability, and acceleration, which makes a direct carrier-to-carrier confrontation very unusual. However, it is very vulnerable to direct assault, and can be easily destroyed by a few shots from the turret laser. Alternatively, a Manta has sufficient top speed to catch the enemy carrier when it is still near to an island (in the open sea, the enemy carrier can outrun even a Manta). The enemy carrier can be destroyed by first emptying the Manta's laser cannon at it, then crashing the Manta into it. Alternatively, two Mantas equipped with missiles have the firepower to destroy it (the first Manta can disable the Omega's engines, allowing the second Manta to destroy it).
{{Reflist}}

The enemy carrier's superior speed means that, in the "strategy" mode (see below), it can assimilate neutral islands much more quickly than the player. This means that the player's strategy is more important than the head-on approach.

==Island Network==
All islands in the game are flat and rectangular, and surrounded by sloping beaches. Neutral islands are covered in trees. Some islands have active [[volcano]]s which erupt glowing rocks.

To assimilate a neutral island, an '''ACCB''' (automatic command-centre builder) pod must be placed by a Walrus. The player must nominate whether the island will be a '''resource''' island, a '''factory''' island, or a '''defence''' island. Resource islands mine basic raw materials from the ground, which are used to build defenses and production buildings on other islands. Factory islands automatically produce supplies for the carrier, including fuel and replacement equipment and vehicles. Both are lightly defended. Defence islands are strongly defended and difficult for the enemy carrier to capture, but produce nothing of value. The player must ensure there is a good balance of islands, otherwise the carrier will run out of fuel and supplies during the game. The ACCB builds itself into a '''command centre''', and continues to automatically produce buildings and robots to work on or defend the island.

The islands are interconnected with a supply network. Each side can designate a '''stockpile island''' where supplies such as fuel and equipment are stored. When this network is disrupted in such a way that the stockpile island is cut off from your headquarters (the very first island you have), resupply becomes impossible. Running out of fuel automatically forfeits the game.

To capture an enemy island, the command centre must be destroyed, and another rebuilt. A Walrus is not powerful enough to take on a well prepared island by itself unless skilfully piloted, although the turret laser on the carrier has sufficient power. Alternatively a Walrus may fire a virus pod at the opening on the front of the command centre, which instantly converts it to a friendly island (and leaves all the buildings intact). However, enemy islands may be defended by automated flying units which can easily destroy a Walrus or Manta, and this approach is not easy.

==Sequel==
''Carrier Command'' was followed by ''[[Battle Command]]'', where the player controls a [[tank]]. ''Battle Command'' was widely considered far inferior to ''Carrier Command'' and has been all but forgotten.

==Island names==
Each of the 64 islands in Carrier Command is named individually, with frequent references to [[science]] and [[classics|classical history, mythology and languages]].

References to science:
* '''Fulcrum''', the island in the centre of the map, and at the [[Origin (mathematics)|origin]]. A ''fulcrum'' is a mechanical pivot.
* '''Genetix''', a reference to [[genetics]], the [[biology|biological]] study of inheritance.
* '''Cherenkov''', a reference to [[Cherenkov radiation]] in [[physics]], the [[radiation]] emitted by an [[electric charge]] moving faster than the speed of [[photon|light]] in a medium (not vacuum of course).
* '''Tokamak''', referring to the [[Tokamak]] design of [[fusion reactor]].
* '''Magma'''; [[magma]] is the molten rock inside a volcano.
* '''Igneous''', referring to the category of rock formed through volcanic activity.
* '''Granite''', an [[Igneous rock]].
* '''Obsidian''', a [[glass]] formed by volcanoes.
* '''Bedrock''', '''Outcrop'''; more [[geology|geological]] terms.

References to classics:
* '''Vulcan''', the start point and only friendly island at the beginning of the game. Refers to [[volcano]]es and [[vulcanology]]. ''[[Vulcan (mythology)|Vulcan]]'' was the [[Roman god]] of craftsmanship.
* '''Socrates'''; referring to [[Socrates]], the ancient Greek [[philosopher]].
* '''Thermopylae''' refers to a battle in [[480 BC|480 B. C.]] in the second [[Greco-Persian Wars|Persian war]].
* '''Avernus''', a crater believed by the ancient Romans to be the entrance to the underworld.
* '''Styx'''; in [[Greek mythology]], ''[[Styx (mythology)|Styx]]'' is one of the five rivers separating the world of the living from the kingdom of the dead.
* '''Acheron''', another of the five rivers surrounding the ancient Greek underworld.
* '''Hades''', the ancient Greek name for the underworld.
* '''Inferno''', referring to the Roman name for the underworld.
* '''Somnus''', the [[Latin language|Latin]] word for [[dream]].
* '''Bacchus''', the ancient Greek god of [[wine]] and revelry.
* '''Naiades''', river spirits of Greek mythology.
* '''Medusa''', in Greek mythology, a snake-headed woman with the power to [[petrification|turn to stone]] anyone who gazed at her directly.
* '''Fornax''', the Latin word for a furnace.
* '''Charibdis''', referring to [[Charybdis]], a sea-monster from Greek mythology associated with a [[whirlpool]].
* '''Terminus''', the Latin word for ''the end''.
* '''Nemesis''', a destiny-related concept in Greek mythology.

References to Rainbird employees:
* '''Bardland''', named after Paul Hibbard, an employee at Rainbird.
* '''Byrne''', named after Paula Byrne, an employee at Rainbird.
* '''Edgeley''', named after Clare Edgeley, the Rainbird employee who conceived the original idea of creating a game based upon aircraft carriers.
* '''Odracir''', a backwards spelling of the name ''Ricardo'', referring to [[Ricardo Pinto]], a [[computer game programmer|developer]].
* '''Serrano''', named after Herman Serrano, the artist who painted the box cover for the game and created many of the [[user interface]] icons.

Other references:
* '''Taksaven''', a pun on [[tax haven]]; tax havens are areas with especially lenient tax regulations. They are often islands; an example is the [[Isle of Man]].
* '''Vattland''', the opposite of ''Taksaven''; a reference to [[VAT]], [[United Kingdom|British]] [[sales tax]].
* '''Bountybar''', referring to the [[Bounty (chocolate bar)|Bounty]] chocolate bar manufactured by [[Mars, Incorporated|Mars]].
* '''Beltempest''', a reference to a character in Dave Greenslade's album ''Pentateuch of the Cosmogony''.
* '''Elwood''', named after the fictional character [[Elwood Blues]] from the movie [[The Blues Brothers]].
* '''Kouyate''', named after the song by the band [[Level 42]] from their album ''True Colours''.
* '''Stavros''', named after the character created and performed by comedian [[Harry Enfield]].
* '''Endymion''', named after an epic poem by [[John Keats]].
* '''Traffic''', referring to a [[traffic island]], a road design feature.
* '''Treasure''', referring to the treasure island motif which frequently occurs in stories about the sea or pirates, significantly in the novel [[Treasure Island]] by [[Robert Louis Stevenson]].

Other Island names:
* Arachnid
* Beacon
* Cerebus
* Charissa
* Dionysius
* Deadlock
* Duessa
* Evergreen
* Fears Edge
* Frontier
* Hytac
* Isolus
* Judgement
* Lingard
* Milestone
* Mnemonic
* Outpost
* Sanctuary
* Splinter
* Steadfast
* Storm
* Twilight
* Ursula

==Critical response==
The [[ZX Spectrum]] version of ''Carrier Command'' was awarded 94% by [[Your Sinclair]]<ref>http://www.ysrnry.co.uk/articles/carriercommand.htm</ref> and was placed at number 12 in the [[Your Sinclair official top 100]].


==External links==
==External links==
* {{moby game|id=/carrier-command|name=''Carrier Command''}}
* [http://www.birdsanctuary.co.uk/carrier/i.php ''Carrier Command''] at [[The Bird Sanctuary]]
* {{WoS game|id=0000825}}
* {{WoS game|id=0000825}}
* [http://www.the-underdogs.info/game.php?id=176 ''Carrier Command''] at the [[Home of the Underdogs]] (with PC version for download)
* [http://www.carriercommand.com ''Carrier Command:2007''] a modernised version of Carrier Command in development.
* An [[OpenGL]] remake of the game (still in progress): [http://homepage.ntlworld.com/martingbell/projects/ ''Author's Project Site'']


{{Realtime Games Software}}
==References==
{{Authority control}}
<references/>


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[[de:Carrier Command]]

Latest revision as of 22:28, 6 December 2024

Carrier Command
ZX Spectrum cover art
Developer(s)Realtime Games
Publisher(s)Rainbird
Platform(s)Amiga, Atari ST, MS-DOS, Amstrad CPC, ZX Spectrum, Commodore 64, Macintosh
Release1988
Genre(s)Vehicle simulation
Mode(s)Single-player

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.

Plot

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ZX Spectrum version

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.

Gameplay

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Screenshot from the Atari ST version

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 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.

Reception

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The Games Machine awarded the Atari ST and Amiga versions 98% and 97% respectively and ranked Carrier Command the #1 game of 1988.[14][7][15] ACE (Advanced Computer Entertainment) scored the PC version 965/1000,[2] while Zzap!64 magazine awarded the Amiga release 92%.[10] The game was ranked the 15th best game of all time by Amiga Power.[16]

Computer Gaming World in 1988 praised the game's blend of strategic and tactical play, recommending it as an improvement over Starglider.[17] A 1992 survey in the magazine of wargames with modern settings gave the game two and a half stars out of five, describing it as a "futuristic arcade game",[5] and two 1994 surveys gave it two stars.[18][19] The ZX Spectrum version was awarded a "Crash Smash" with 97%, and was awarded 94% by Your Sinclair,[1] and was placed at number 12 in the Your Sinclair official top 100.

In 1991, PC Format named Carrier Command one of the 50 best computer games ever. The editors called it "a splendid mixture of strategic planning and arcade action".[20] Carrier Command was named the 56th best computer game ever by PC Gamer UK in 1997. The editors wrote that it "packs more flight-sim, sea-sim and tank-sim action and strategy than a dozen of your so-called CD-ROM games could manage in a million or more megabytes."[21]

Legacy

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Carrier Command was followed by Battle Command, where the player controls a tank.

Hostile Waters: Antaeus Rising (2001) was inspired by Carrier Command and has many similarities.[22]

Carrier Command: Gaea Mission (2012) is a modern remake by Bohemia Interactive's Prague studio. It's a real-time action/strategy game, where the overarching objective is to conquer and control islands. It features a vast 33-island archipelago on the planet-moon Taurus.

Carrier Command 2 was announced in December 2020. It was published by the reconstituted Microprose and was released August 10, 2021 on Steam.[23] Included in the purchase is a virtual reality version of the game. There is a multiplayer component using invitation systems through Steam or by invitation code. Players cooperatively play utilizing different stations aboard the carrier deck. The sequel received mixed reviews, with The Games Machine rating it 6.7/10 points and calling its gameplay "brilliant" but "brought down by obtuse and ancient systems".[24]

References

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  1. ^ a b "Carrier Command". Archived from the original on 2007-03-12. Retrieved 2007-01-06.
  2. ^ a b Advanced Computer Entertainment, issue 27, Dec 1989
  3. ^ "ACE Magazine Issue 22". July 1989.
  4. ^ "Amiga Power 1994". amr.abime.net. [dead link]
  5. ^ a b Brooks, M. Evan (June 1992). "The Modern Games: 1950 - 2000". Computer Gaming World. p. 120. Retrieved 24 November 2013.
  6. ^ "Kultboy.com - DIE Kult-Seite über die alten Spiele-Magazine und Retro-Games!". www.kultboy.com. Retrieved 5 April 2023.
  7. ^ a b The Games Machine, July 1988, page 40
  8. ^ "Clipping. World of Spectrum June 2017 Mirror". archive.org. Retrieved 5 April 2023.
  9. ^ "The Games Machine Issue 32".
  10. ^ a b Zzap! October 1988, p88-89 Archived December 14, 2008, at the Wayback Machine
  11. ^ "Impossible to Display Scan".
  12. ^ Game review, Crash magazine issue 63, April 1989, page 12
  13. ^ Game review, Your Sinclair User magazine issue 43, July 1989, page 22
  14. ^ The Games Machine, July 1988, page 39
  15. ^ The Games Machine, July 1988, page 41
  16. ^ Amiga Power magazine issue 0, Future Publishing, May 1991
  17. ^ Battles, Hosea (October 1988). "Terrorism in the 22nd Century". Computer Gaming World. pp. 22–23.
  18. ^ Brooks, M. Evan (January 1994). "War In Our Time / A Survey Of Wargames From 1950-2000". Computer Gaming World. pp. 194–212.
  19. ^ Brooks, M. Evan (May 1994). "Never Trust A Gazfluvian Flingschnogger!". Computer Gaming World. pp. 42–58.
  20. ^ "The 50 best games EVER!". PC Format (1): 109–111. October 1991.
  21. ^ Flynn, James; Owen, Steve; Pierce, Matthew; Davis, Jonathan; Longhurst, Richard (July 1997). "The PC Gamer Top 100". PC Gamer UK. No. 45. pp. 51–83.
  22. ^ Gillen, Kieron (7 December 2007). "Making Of: Hostile Waters". Rock Paper Shotgun. Gamer Network. Retrieved 28 April 2022.
  23. ^ "Carrier Command 2". MicroProse. Retrieved 5 April 2023.
  24. ^ Paschetto, Nicolò (2021-09-08). "Carrier Command 2 – Recensione". The Games Machine (in Italian). Retrieved 2022-06-24.
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