ZX Format #02: Carrier Command Game Review: Strategic Mastery

- CARRIER COMMAND 
Realtime Games Software Ltd
Rainbird Software
1992

(C) NIC 1995
________________________________

In our region, the Carrier Command program appeared recently, sparking a whole avalanche of rumors. This magnificent game can be called both a strategy and a simulator. If you have never commanded an aircraft carrier (especially one of the late twenty-first century design), I recommend playing Carrier Command.

Let's go back a few years and find out how the conflict you became a part of began. In a vast ocean, long ago traversed in every direction, a group of previously unknown islands was unexpectedly discovered. Everyone was amazed, gasped, recorded the fact of their existence in international atlases, and... would have forgotten about it if not for the intervention of political interests. Two giant states, referred to as North and South for security purposes, are waging war to reclaim the islands from each other. You are fighting on the side of the South against a computer that plays for the North and is thus seen as a brazen aggressor in the eyes of the ordinary southerners. To win this war, you must take control of all the islands and sink the enemy aircraft carrier. Captured islands can be used to build factories, supply bases, and defensive structures - an island is considered controlled if it has at least one of these structures. Now a bit about the ship assigned to you. It is relatively small but equipped with the most advanced weaponry. In addition to laser and missile deck installations, the aircraft carrier can carry 6 Walrus-type gliders and as many Manta flyers.

After loading, you will be prompted to press the A or S keys to choose the game mode and the O key to select controls.

A - Action game.

For those who like to take the bull by the horns immediately. By choosing this mode, you go straight into combat. The situation is as follows: half of the islands belong to the South, and half to the North. Your ship is on autopilot heading towards the enemy island, right under the whistling rockets. Here you need to show wonders of agility. Not only will they shoot at you, but you also need to shoot back and not miss the moment the enemy aircraft carrier appears.

S - Strategic game.

This is a real game from the very beginning. Your aircraft carrier is near Vulcan Island, while the enemy base is on Nemesis Island. The other parts of the archipelago are free. You and the Northern forces, capturing territories, gradually come closer for the final battle, in which the winner will be determined.

O - Options.

Here you are offered to choose controls:

1. Sinclair Joystick
2. Cursor Joystick
3. Kempston Mouse
4. Kempston Joystick
5. Keyboard:
O,P,Q,A,Space,C,Z,X,S
0. Define Keys:
fire - activation
control - switch
controls: icons/direct
faster - forward
slower - backward
stop - stop

Game control.

The game screen looks approximately as follows:

┌───┐┌────────────────────┐┌───┐
│ ││ ││ │
│ ││ ││ │
│ ││ 2 ││ │
│ ││ ││ │
│ 1 ││ ││ 3 │
│ ││ ││ │
│ ││ ││ │
│ │└────────────────────┘│ │
│ │┌────────────────────┐│ │
│ ││ 5 ││ │
└───┘└────────────────────┘└───┘
┌──────────────────────────────┐
│ │
│ 4 │
│ │
└──────────────────────────────┘

1. These icons are present here regardless of the game mode.

2. Main screen. Here is displayed the map, the view from the cockpit of the aircraft carrier, flyer, glider, and various information.

3. The icons in the right column change depending on the game situation.

4. Various icons and instruments. They can also change.

5. Information line. Here you will find messages from the onboard computer and your score.

Now about the icons themselves.

Note: icons numbered with whole numbers are from the left column, those marked as sub-items are from the right.

Section 1.

Disk operations.

1.1

Saving state to disk.

1.2

Loading state from disk.

1.3

By selecting this icon, you will see the message "Press S to Surrender." Pressing S will take you back to the beginning of the game.

1.4

Turning off sound.

Section 2.

Controlling the aircraft carrier.

2.1

When you activate the icon, you find yourself in the ship's wheelhouse. At this point, the following icons appear on panel number 4 (see above):

2.1.1

Pause (always present)

2.1.2

Radar. The radar shows both airborne and ground targets. The point in the center represents your aircraft carrier. The radar has two ranges:

Decrease range

Increase range

2.1.3

Navigation computer.

position - coordinates of the aircraft carrier. bering - its course. island - the island in the zone of which the aircraft carrier is located.

2.1.4

Manual control from previously assigned keys. Pressing the Control Key switches the aircraft carrier to manual control. After that, everything is as in a regular simulator. To exit this mode, you need to press the Crl Key again. Control of the flyer and glider occurs in the same way.

2.1.5

Autopilot. This icon allows you to set the aircraft carrier on a previously assigned course at a previously assigned speed.

2.2

Calling the map. Each island on the map has its own color. Blue color denotes islands belonging to you, red denotes those belonging to the enemy, and green denotes "neutral zone". Your aircraft carrier is marked on the map as x, and the destination as +. On panel number four in this mode, you can see the following:

2.2.1

This icon will instantly show the location of your aircraft carrier.

2.2.2

Decrease map scale.

2.2.3

Increase scale.

2.2.4

Activate strategic map. On this map, you can see both the aircraft carrier and the destination, as well as the island with all its objects.

2.2.5

Activate resource map. On this map, you see the main resources of the islands. Types of islands:

There are only two such islands on the map (yours and the opponent's). Capturing or destroying one of them ends the game either in your favor or in favor of the opponent. This type of island is equipped with a system of defensive structures.

Nothing else but a base where you can replenish your aircraft carrier's supplies.

Such islands host an industrial complex.

2.2.6

This icon is used to navigate the map. Pressing the center will return the map to its initial position.

2.2.7

Using this icon will speed up the flow of game time.

2.2.8

Programming the autopilot.

2.2.9

Canceling the autopilot (if the ship was on it, using this icon will bring the ship to a complete stop).

2.2.10

This icon allows you to program the speed at which the aircraft carrier, under favorable circumstances, will reach the point you set.

2.3

Repairing the aircraft carrier. When selecting this icon, your aircraft carrier will appear on the screen, broken into its components. If all parts are green, you are lucky; otherwise, your damaged vessel requires immediate repair. Icons will appear in window 4, indicating which you can not only repair the vessel but also see how severe your losses are.

2.3.1

Repairing the hull.

2.3.2

Repairing the radar.

2.3.3

Repairing the deck structure.

2.3.4

Repairing the laser cannon.

2.3.5

Repairing the missile installation.

2.3.6

Repairing the lift.

2.3.7

Repairing the engine.

2.3.8

Automatic repair. Only damaged systems are repaired.

2.3.9

Setting priorities for auto-repair:

Superstructure - hull
Radar - radar
Turret - structures
Laser Cannon - laser cannon
Surface Missile - missile installation
Lift - lift
Engine - engine
Repair System - auto-repair

2.4

Supplies of the aircraft carrier. By selecting this icon, you can replenish your supplies.

2.4.1

Amount of weapons and fuel on your aircraft carrier (the weapons of the flyers and gliders are not counted).

2.4.2

Amount of supplies at the current base that can be transported to the ship.

2.4.3

Production speed of weapons and fuel.

2.4.4

Volume of production.

2.4.5

Transporting weapons to the aircraft carrier.

2.5

Information center. Here, messages about your actions and those of the opponent are printed.

Section 3.

Working with the deck weapon systems of the aircraft carrier.

3.1

Direct control from the gun turret.

3.1.1

Navigation computer (see 2.1.3)

3.1.2

Control of the aiming. The center of the icon serves as the fire.

3.1.3

Increasing the binocular magnification.

3.1.4

Decreasing the binocular magnification.

The next two icons allow you to select the current type of weapon.

3.1.5

Selects the laser cannon.

3.1.6

Selects the missile installation.

3.1.7

Laser temperature gauge. Upon reaching the maximum temperature, the laser automatically shuts off.

By pressing the Control Key, you will switch to direct control of the turret from the assigned keys.

3.2

Controlling the defense robots. When selecting this function, a schematic representation of your aircraft carrier will appear on the service screen, showing the locations of the robots (x) and the robots themselves (+), if they have been deployed.

3.2.1

Selecting the current robot.

3.2.2

Ready options for robot deployment.

3.2.3

Launching the current robot.

3.2.4

Returning the current robot. Once returned, you will not be able to launch it again.

3.2.5

Programming the robot setup.

...

Section 4.

Working with the gliders of the aircraft carrier.

4.1

Direct control.

4.1.1

Selecting the glider.

4.1.2

Selecting the current type of weapon:

Missiles.

Laser cannon.

Bombs or automatic construction systems.

4.1.3

Navigation computer.

4.1.4

Fuel supplies and speed of the glider.

4.1.5

Manual control.

4.1.6

Autopilot.

4.2

Map. The principle of operation is the same as with the aircraft carrier map (2.2), but there is no option to speed up time, and the autopilot can be selected for each glider individually.

4.3

Glider armament.

In this mode, the main screen displays the following information:

1. Schematic representation of the glider. The glider has front and rear hemispheres.

2. Weapon operation icons:

Scrolling through weapon types.

Resetting existing armament.

Once the necessary weapon is selected, it can be transferred to the glider by pressing Fire on the front or rear hemisphere.

3. Information about the current type of weapon. The information window contains the following data:

NAME - Name.
MASS - Weight of the weapon.
QTY - Firepower.

The information window also contains a schematic representation of the weapon and some comments.

4. Fuel gauge. To refuel the glider, you need to point the cursor at the gauge and press Fire on the amount of necessary fuel.

4.3.2

Selecting the glider.

4.3.3

Transporting the glider to the launch bay.

4.3.4

Transporting the glider from the launch bay to the hangar.

4.3.5

Replacing the destroyed glider with a new one. There are three spare machines in total.

4.3.6

Fuel gauge for gliders on board.

4.4

Controlling the launch of gliders.

4.4.1

Selecting the glider for launch.

4.4.2

Launching the glider that is in the launch bay.

4.4.3

Returning the glider to the launch bay.

4.4.4

Resetting the autopilot for the current glider.

4.5

Information about the gliders. It can have the following nature:

Walrus - Glider number 1-3.

State - Status of the glider. Can be:

Fitting - Being armed.
In Dock - Standing in the dock.
Launching - Launching.
Active - Active.
Docking - Returning on board.
Repair - Under repair.
Destroyed - Destroyed.

Repair - Damage.

Payload - Weight of the cargo on board.

Then follows a list of weapons on board.

Section 5.

Working with flyers.

5.1

Direct control. The difference from gliders is the presence of an altitude gauge.

5.2

Working with the map. Differences:
5.3

Armament. Differences: three panels for weapon placement.

5.4

Launch control. Differences:
5.5

Current information about the flyers.

Well, that's all about the controls. Now about the weapons available on board.

1. Deck armament.

1.1 Laser cannon. A very powerful weapon, but ineffective due to rapid overheating.

1.2 Missile installation, model Hammerhead. Convenient because missiles are launched based on direct signals from the aircraft carrier, not from the flyer or glider.

2. Glider armament.

(maximum weight 2000 kg)

Weapons are installed:
f.p. - in the front hemisphere
b.p. - in the rear hemisphere.

2.1 Avatar - laser installation of medium efficiency.
1500 kg, 20 shots, f.p.

2.2 Harbinger 3 - missile installation.
550 kg, 3 missiles, f.p.

2.3 Harbinger 2
400 kg, 2 missiles, f.p.

2.4 Harbinger 1
250 kg, 1 missile, f.p.

2.5 ACCB - automatic construction complex. Dropped on the island and autonomously builds a resource base.
b.p.

2.6 Defense complex.
b.p.

2.7 Automatic factory.
b.p.

2.8 Virus Bomb - bomb.
200 kg, b.p.

3. Flyer armament.

(maximum weight 750 kg)

Weapons are installed:
f.p. - front hemisphere
b.p. - side panels.

3.1 Quasar - laser. Has the maximum number of shots.
560 kg, f.p.

3.2 Assasin 3 - missile installation.
170 kg, 3 missiles, f.p., b.p.

3.3 Assasin 1
60 kg, 1 missile, f.p., b.p.

3.4 Quaker - bomb of enormous power. One of these is enough for an entire island. Delayed action.
600 kg, f.p.

Well, that's probably all. Once you have thoroughly understood all the nuances of control and played for a while, I think you will agree that this is one of the best games in the simulator genre.

________________

From the editorial team, we can add the following:

1. Some of the islands are equipped with runways. Approaching the island at minimal speed and altitude, the flyer can switch to auto-landing mode. In this mode, landing occurs automatically, without your control. The flyer will gently approach the landing, turn around, and stop. After that, the flyer will be refueled. The most interesting thing is that you can land on both your own and the enemy base. We leave the technique of landing for you to study at your own initiative.

2. Both flyers and gliders have a limited field of operation. If the screen begins to be covered with interference, you should immediately turn the flyer (glider) around and reduce the distance between it and the aircraft carrier.
________________________________

Contents of the publication: ZX Format #02

  • IS-DOS
    Announcement of a school-ready hardware-software complex by Iskra Soft and Peters, featuring a networked computer class setup on ZX Spectrum with IS-DOS.
  • IS-DOS - Владимир Елисеев
    Explanation of command line monitor and text editor restart in IS-DOS using mon.com utility as an example.
  • IS-DOS
    Introduction to IS-DOS system utilities, covering functions like help, user menu, file viewing, editing, and file operations.
  • IS-DOS
    Detailed description of the eliminat.com program for freeing memory from resident tasks and drivers, featuring interactive mode and command-line keys. Specific channel numbers allocated for task and driver types. Includes usage options and color customization.
  • IS-DOS Window System - Владимир Елисеев
    Exploration of IS-DOS window system restarts for printing text in windows and absolute screen coordinates. Examples of restart implementations such as lwt, adrwt, lenwt, prstr, str, and lnstr. Continuation to cover auxiliary restarts in next issue.
  • Assembler
    Introduction to assembly language basics, focusing on flags, arithmetic operations, and register manipulation. Discusses addition, subtraction, and complex operations like multiplication and division through examples. Highlights specific assembly commands and their functions for ZX Spectrum.
  • Hardware
    Discussion of hardware modifications for Scorpion ZS-256-Turbo, including the implementation of a Turbo/Normal switch. Pros and cons of software-based switching methods. Advice on soldering and circuit adjustments.
  • Hardware
    Discussion of a new music add-on for ZX Spectrum by X-TRADE and HACKER STINGER, called 'ZX GENERAL SOUND', offering high-quality audio and minimal processor usage.
  • Hardware
    Discussion on hardware innovations and marketing strategies, focusing on mouse and keyboard interfaces for ZX Spectrum. Critique of competitor's misleading advertising and analysis of serial versus passive mouse technology. Author questions necessity and cost of advanced features.
  • Hardware
    Discussion of hardware acceleration methods for ZX Spectrum, focusing on turbo-modes and their effects on performance and compatibility.
  • Toys
    Fantasy tale about magical creatures battling human intrusion. Main character recruits allies for a quest to restore the land's former glory. Challenges include finding tools, overcoming obstacles, and reviving companions.
  • Toys
    Review of 'Carrier Command' game, focusing on its strategic and simulation aspects. Includes detailed gameplay mechanics, controls, and objectives. Highlights strategies for success and unique features like managing resources and autonomous systems.
  • Interview
    Interview with Sergey Zonov and Andrey Larchenko discussing their experience with microprocessors and ZX Spectrum development, including the creation of the Scorpion ZS 256 computer.
  • Information
    Contact information and staff list of ZX-Format No. 2 (1995) including editor, coders, and designers.
  • Information
    Editor's address to readers of ZX Format, discussing the positive feedback, past errors, and the quest for a cartoonist, with future plans for the magazine.
  • Information
    Discussion on the new interpretation of the 'PULLDOWN' window menu system for ZX Spectrum, focusing on interface updates and user interaction enhancements.
  • Information
    Discussion about companies illegally distributing ZX Format, emphasizing the benefits of purchasing official copies.
  • Competition
    The article discusses the lack of participation in ZX Format's competition, detailing the rules and prizes, and encourages readers to engage with new ideas.
  • Let's Relax
    A humorous account of a software vendor's challenges dealing with clueless customers, illustrating the nerve-wracking nature of his job.
  • Mailbox
    Overview of hardware components and prices for ZX Spectrum enthusiasts with ordering details.
  • Mailbox
    Reader letters section in ZX Format #02 discusses reader feedback, addresses issues with ZX Format features, and offers future improvements.
  • Premiere
    Guide to Digital Studio v1.12, a music editor for ZX Spectrum, including features, menu navigation, and the use of Digital Studio Compiler.
  • For Programmers
    Exploration of tools that extend the standard Basic 48, including Renumber for Basic 128, Trace & Speed, Blast Toolkit, and ZXeditor, highlighting their functionalities and utilities.
  • Various
    History of Amiga computer models and their evolution from A1000 to A4000/60T with specifications and unique features. Explanation of technical terms and differences between chip and fast memory. Mention of new developments like AGA chipset and models for different needs.
  • Miscellaneous
    The article presents upcoming ZX Spectrum software releases and reviews game innovations like 'Adventures of Winnie the Pooh' and 'UFO 2: Devils of the Abyss'. It highlights features, creators, and technical requirements. It also includes announcements from SOFTLAND and Cracked Masters Group.
  • Systems
    Discussion of creating music with Instrument 3.01, focusing on digitized sound. Analysis of program's capabilities and conversion from ASC Sound Master. Instructions for composition and conversion.
  • What's New
    Review of new ZX Spectrum games entering the St. Petersburg market in late 1995. Detailed game descriptions, memory requirements, controls, and music/graphics evaluations. Highlights include Night Hunter, Extreme, Grell & Falla, and more.