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Nach dem Mega-Hit „Carrier Command" war es gut Zwei Jahre eigenartig still um Realtime. In Wahrheit hat man aber schon ernsig am Nachfolger gebastelt… Ergebnis: Die Welt hat einen neuen Klassiker!

Battle Command Für Battle Command wurde die Schlacht vom Wasser auf's Land verlegt: Statt eines Carriers steuert der Spieler jetzt den „Mauler-Tank", einen futuristischen Panzer. Natürlich herrscht gerade mal wieder Krieg, und zwar der Einfachheit halber zwischen „Norden" und „Süden". Zu den insgesamt 15 Einsätzen wird der Mauler von Stealth Choppern (riesigen Transporthubschraubern) hinter die feindlichen Linien gebracht, von da an muss man sich alleine durchschlagen. Ist die Aufgabe dann erledigt, drückt man einfach auf ein „Heli-Hol-Knopf", und der Chopper bringt einen wieder nach Hause. Auch sonst stehen dem Spieler alle Kontrollen zur Verfügung, die so ein Panzer hat und braucht: Radar, Kompass, Waffen-, Sprit- und Geschwindigkeitsanzeige, sowie ein Multifunktions-Monitor, der als Fernglas, Rückspiegel, Infrarotsichtgerät und Missileanzeige dient. Waffen gibt's natürlich auch, und zwar zwölf verschiedene Offensiv- und Defensiv-waffen – Bordkanone, diverse Raketen und Bomben. Mörser, Flares, Chaffs, ja, sogar ein Raketenabwehrsystem.

Amiga Joker Hit Die gut durchdachte Steuerung kann ihre Verwandtschaft mit der von „Carrier Command" nicht verleugnen, z.B. wird wieder mit dem rechten Mausknopf umgeschaltet (Cursor/Steuerung). Einige Funktionen, etwa das Bremsen, hat man aber auch auf die Tastatur gelegt. Die Missionen sind ebenso komplex wie abwechslungsreich und werden natürlich (schön abgestuft) immer schwieriger. Gegner treiben ebenfalls in reicher Zahl ihr Unwesen, sowohl zu Lände als auch in der Luft wimmelt es von „Kanonenfutter". Wer gegen die feindliche Vielfalt bestehen will, muss nicht bloss einiges an „Waffengeschick" mitbringen, sondern sollte auch mal die eine oder andere taktische Überlegung anstellen, ehe er sich Hals über Kopf ins Kampfgetümmel stürzt!
Die Landschaften stecken voller kleiner Details und wirken dadurch ziemlich realistisch, auch Tag- und Nacht-wechsel wurde nicht vergessen. Überhaupt ist die 3D-Vektorgrafik rundum gelungen, schön schnell (bei Veringern der Detaildichte sogar schneller) und – vor allem bei einigen Zwischengrafiken – ziemlich „carrier-mässig". Es gibt viele Aussenansichten (nicht bloss zum Angucken, sondern auch zum Spielen!). Schwenkkontrollen, Zoomfunktionen – einfach alles, was das Herz begehrt. Der Sound ist knackig und recht wirklichkeitsnah, wer ihn sich trotzdem nicht anhören mag, kann ihn auch abstellen.

Was Battle Command aber vor allem anderen auszeichnet, ist die gelungene Kombination aus einfacher Handhabung und anspruchsvoller Gestaltung bei viel, viel Spieltiefe. Wer also schon „Carrier Command" mochte, kann hier praktisch blind zuschlägen – und wer mochte „Carrier Command" eigentlich nicht? (mm)

Amiga Joker, November 1990, p.14

Der Amiga Joker meint:
"Battle Command – zum Klassiker geboren!"

Amiga Joker
Battle Command
Grafik: 84%
Sound: 77%
Handhabung: 88%
Spielidee: 81%
Dauerspaß: 91%
Preis/Leistung: 82%

Red. Urteil: 89%
Für Fortgeschrittene
Preis: ca 89,- DM
Hersteller: Realtime/Ocean
Bezug: Bomico

Spezialität: Steuerung mit Maus, Joystick und/oder Tastatur, Gute deutsche Anleitung, unser Testmuster hatte (noch) keinen Kopierschutz.

Battle Command Logo Zzap! Sizzler

Ocean, Amiga £24.99

Battle Command The Ultra War is set on the New World. a planet dominated by two warring superpowers - namely the North and South. Forces are so evenly matched that however many people die neither side comes any closer to victory or defeat. The latest hope for breaking this 'forever war' is the Mauler supertank, which can be sneaked over enemy lines in a Stealth Chopper for devastating surprise attacks.

There are 15 missions which can be attempted in any order, with a secret final one when the rest have been completed. Although there's plenty of external views of the tank, the best view is from the cockpit. Keys, joystick or mouse can be used alone or in combination. The Mauler is capable of 90mph, and equipped with sophisticated radar (the colour of dots showing whether they're enemies, buildings, etc). There's also some add-on hardware: a Rear View Camera, Nightsight, Binoculars (up to 8x magnification) and a Morning Scanner, showing where a selected object is. These special views can be shown on the Mini-Screen in the centre of the control panel.

The basic Mauler is completely unarmed so before each mission you have to fill four weapons slots. To fire normal, unguided shells the basic (non-rotating) turret can be armed with 60 shells. Additionally the turret can fire missiles. The Banshee Surface-to-Surface Missile comes in heatseeking and radar-guided types: the latter is more accurate but also bulkier, so less can be carried. The Phoenix Surface-to-Air missile is similar, but targeting is more complex where you must use the Mini-Screen to move the cursor into a lock-on. And the Dragonfly is completely remote controlled.

More simplistic is the K40 mortar: shells are thrown upwards and forwards to hit objects hiding behind hills, for example. The K90 is an improved version, with each mortar splitting into eight bombs mid-flight. But the most powerful weapon is the base wrecking Sleeper Time Bomb!

The Mauler can also be equipped with defensive weapons such as flare and chaff launchers to decoy heatseeking and radar-guided missiles respectively. These can be set to launch when you press fire, or once every minute (quickly exhausting supplies). More impressive is the SLAM laser - once activated, this fires automatically but can only take on one missile at a time. The SLAM is good for 80 shots. Rather less defensive is the amazing anti-armour Skeet weapon: fired from the rear this zooms over the battlefield until it locks on a target, then explodes directing a lethal shell at the target.

If you get hit, systems nearest the point of impact can be damaged or knocked out: anything from weapons to instruments to fuel. Aiming to inflict heavy damage is a huge range of enemy forces, including various types of tanks, gunship helicopters, scout helicopters, spotter aircraft, gun emplacements, anti-tank jets, armoured cars and multiple-rocket launchers.

Missions range from simplistic kamikaze blast-'em-ups to rescuing hostages to diverting trains (!) to escorting truck convoys. There's a satellite to find, a bridge to defend and at the end of each mission you must reach the pick-up point to be flown out by chopper. You then have the option of saving to disk, with successful missions adding to the range of available weapons.

Zzap! Issue 70 February 1991, pp.90-91

Stuart Wynne Battle is a surprising sort of game considering Realtime's strategic reputation. Frequent, close-in tank combat resembles Battle Zone more than anything else, a little unrealistic considering the long range gunnery of modern tanks. Team Yankee, let alone MicroProse's M- 1, has a more realistic feel. As for actual strategy, there's none, the fifteen main missions are linked only by their offering bonus weapons like a typical coin-op.
Sim buffs will be a little disappointed, but everyone else will probably love it. The missions are packed with variety, ranging from simplistic blast-'em-ups to stealthy sneaking around to tricky puzzlers. Then there's the glorious range of whiz-bang weaponry - the remote control missiles are particularly good fun and vital for some missions. But the enemies are the real stars, a huge range of targets from fixed gun emplacements to attack jets. The complex way they behave is fascinating.
After the stunning helidrop, in-game graphics seem a little disappointing: lots of flat green plains and a dull Mauler tank. They grow on you, though, being extremely fast with the numerous enemy objects all packed with detail. The monochromatic nightsight is also good fun and adds to gameplay.
Battle isn't as stunning as Carrier was, but it's a lot more playable and well worth getting.

Robin Hogg What Battle Command lacks in realism it more than makes for in playability, general polish and some outstanding vehicle graphics. Realtime have ignored the Amiga's limitations and gone over the top on the number of on-screen polygons with no noticeable speed loss. The Stealth Chopper looks excellent, as do the A-10s, but my personal favourite is the Apache, a great sight to see taking off when I started taking out its base. Fancy graphical effects don't make up for a lack of 'driving' realism but they're impressive nonetheless. What got me excited about Battle Command was the considerable variety of mission styles and demands. There's only 15 missions (plus one secret mission) but it's not all blasting as stealth and tactics are definitely needed. Search-and-rescue missions involve (hopefully!) minimal contact with the enemy as you hunt for a satellite or a hostage, Escort Duty is literally that with the Mauler on the defensive for once in an attempt to protect a fuel convoy, while attempting a direct assault in the Hostage mission is doomed to failure. With the advent of tactics comes new, tougher and markedly different attack tanks with each successive mission, making for engrossing stuff. Roll on the Mission Disks.

C64 update
Honestly, one is planned for later this year.

Great intro showing helidrop of Mauler, slick save/load/format disk options, informative pre-mission briefings, friendly control system.
Zoom in/out, rotate external views.
As the intro makes clear, Realtime can move some incredibly complex objects around. Possibly the best 3-D yet despite mediocre hills.
Good title music, but in-game FX are truly brilliant with excellent detail.
First mission makes this as easy to get into as Battle Zone!
16 missions aren't a vast amount these days, but they're all well designed and nicely varied. Plus, mission disks are planned.
A playability-packed tactical/arcade stunner!