Realtime Games Software Ltd.

3D Starstrike

3D Starstrike

Amstrad CPC - Released - December 25, 1985

Based on the extremely successful Star Wars arcade cabinet, 3D Starstrike was pretty accurate for what was a very complex game at the time. Unlike many of the other 3D games being released at the time, accuracy and strategy were jettisoned in favour of old-fashioned, blasting fun. Still plays a good game now and stands up well against the official Star Wars release on the CPC despite being released almost three years before it!

3-D Tank Duel

3-D Tank Duel

Sinclair ZX Spectrum - Released - February 9, 1984

3D Tank Duel is an early first-person shooter similar to Battlezone. The player controls a tank on a battlefield and the goal is to blow up all the enemy tanks. Radar is on the top screen, and is useful for searching enemies, showing where the enemy tanks appear. The player has unlimited ammo, but accuracy is important. The game has a pseudo-3D view and coloured landscape. Controls are simple, allowing the player to move and fire.

Battle Command

Battle Command

MS-DOS - Released - 1990

Battle Command is a futuristic 3D tank simulation game released by Ocean in 1990. It was written by Realtime Games and is a development of their successful title Carrier Command. The player views the battle from the forward perspective of the tank. The turret is fixed and cannot be rotated or elevated. However the playing area is flat and shells travel in long horizontal trajectories, so to aim the gun the tank is simply rotated left or right. The player may equip their tank with a variety of weapons, the choice of which will depend on the nature of the mission. The Helicarrier will then drop the tank into the combat zone to carry out its objectives. On successful completion of the mission the Helicarrier will retrieve the Mauler and carry it to safety.

Battle Command

Battle Command

Commodore Amiga - Released - 1990

Battle Command is a 3D arcade/strategy game, loosely derived from the same developers' Carrier Command. In a near future alternate reality, the Ultra War is fought between the two dominate races in the New World. The 'Mauler' is the latest technology - an Armored Fighting Machine capable of being lifted in and out of hostile territory by a fast Stealth Chopper, and armed with the most advanced weaponry science can devise. You command a single "Mauler" assault tank in one of a series of scenarios. These range from a railway ambush to escort duties and a raid on a riverside hideout. Before starting you must choose the right weaponry based on the mission briefing.

Battle Command

Battle Command

Sinclair ZX Spectrum - Released - 1990

Battle Command is a futuristic 3D tank simulation game released by Ocean in 1990. It was written by Realtime Games and is a development of their successful title Carrier Command. The player takes control of a single "Mauler" assault tank in a series of combat missions against other armoured vehicles and stationary targets. Unlike Carrier Command which incorporated significant strategic elements, Battle Command is a simple arcade game reminiscent of Battlezone. The player views the battle from the forward perspective of the tank. As with Battlezone, the turret is fixed and cannot be rotated or elevated. However the playing area is flat and shells travel in long horizontal trajectories, so to aim the gun the tank is simply rotated left or right. The player may equip their tank with a variety of weapons, the choice of which will depend on the nature of the mission. The Helicarrier will then drop the tank into the combat zone to carry out its objectives. On successful completion of the mission the Helicarrier will retrieve the Mauler and carry it to safety. There are ten missions in all to complete.

Battle Command (Ocean)

Battle Command (Ocean)

Commodore 64 - Released - 1991

Battle Command is a 3D arcade/strategy game, loosely derived from the same developers' Carrier Command. In a near future alternate reality, the Ultra War is fought between the two dominate races in the New World. The 'Mauler' is the latest technology - an Armored Fighting Machine capable of being lifted in and out of hostile territory by a fast Stealth Chopper, and armed with the most advanced weaponry science can devise. You command a single "Mauler" assault tank in one of a series of scenarios. These range from a railway ambush to escort duties and a raid on a riverside hideout. Before starting you must choose the right weaponry based on the mission briefing.

Carrier Command

Carrier Command

Commodore Amiga - Released - September 1, 1988

Carrier Command was one of the first real-time strategy games. You control an advanced cybernetic aircraft carrier complete with fighters, amphibious assault vehicles, laser defenses and a fleet of decoy drones. Your mission is to build a series of resource, factory, and defensive bases spanning an island chain. The only problem? At the other end of the chain is an even more advanced carrier under control of a terrorist organization with the same mission. As you move around the islands you must decide what facilities to build and where they will best support your advance. Resource islands provide materials that factory islands can use to build weapons and vehicles to replace your combat losses but both will be quickly overrun if the enemy attacks them while you are not present. You also have to ensure that your stockpiles of equipment are stored safely until you can find time to launch a resupply drone to bring them to your carrier. From your carrier, you can take first person control of your attack aircraft and amphibious tanks and use them to assault enemy islands or even the enemy carrier itself if you're lucky enough to find it. The weapon payloads on your vehicles are completely configurable based on your needs. An island invasion may require launching a virus bomb that will take over the enemy command systems or just blasting the base with a wire guided surface to surface missile. Ultimately, you have to find and destroy the enemy carrier but, doing so will require a solid supply infrastructure and a strategy for depriving your opponent of his.

Carrier Command

Carrier Command

Atari ST - Released - 1988

Carrier Command was a landmark 1980s action strategy game developed by Realtime Software. The gameplay had a mix of vehicle simulation and real-time strategy. The player controls a robotic aircraft carrier and has to colonise an archipelago by capturing each island one by one. However, a more advanced enemy aircraft carrier that has been captured by terrorists is also aiming to do the same thing. The player must use strategy to capture the islands in order to gain supplies so that the more powerful enemy carrier can be defeated. Control of an island allows you to set what type of island it is, whether resource, factory or defence. Resource islands produce the basic materials that are used by the other islands to produce various supplies including weapons. All of the islands are connected via a supply network with the player designating one island as his stockpile. If the connection from the players headquarters (his original island) to the stockpile island is cut off then the flow of supplies will cease. The carrier can launch Manta remote-controlled aircraft for recon and combat and Walrus remote-controlled amphibious vehicles for colonisation and conquest of the various islands. The filled-in 3D vector graphcs of the game were groundbreaking at the time and gathered a lot of praise, the game also featured a sampled theme song which was included on a casette tape with certain releases of the game.

Carrier Command

Carrier Command

MS-DOS - Released - 1989

Carrier Command was one of the first real-time strategy games. You control an advanced cybernetic aircraft carrier complete with fighters, amphibious assault vehicles, laser defenses and a fleet of decoy drones. Your mission is to build a series of resource, factory, and defensive bases spanning an island chain. The only problem? At the other end of the chain is an even more advanced carrier under control of a terrorist organization with the same mission. As you move around the islands you must decide what facilities to build and where they will best support your advance. Resource islands provide materials that factory islands can use to build weapons and vehicles to replace your combat losses but both will be quickly overrun if the enemy attacks them while you are not present. You also have to ensure that your stockpiles of equipment are stored safely until you can find time to launch a resupply drone to bring them to your carrier. From your carrier, you can take first person control of your attack aircraft and amphibious tanks and use them to assault enemy islands or even the enemy carrier itself if you're lucky enough to find it. The weapon payloads on your vehicles are completely configurable based on your needs. An island invasion may require launching a virus bomb that will take over the enemy command systems or just blasting the base with a wire guided surface to surface missile. Ultimately, you have to find and destroy the enemy carrier but, doing so will require a solid supply infrastructure and a strategy for depriving your opponent of his.

Carrier Command

Carrier Command

Sinclair ZX Spectrum - Released - 1989

Carrier Command was one of the first real-time strategy games. You control an advanced cybernetic aircraft carrier complete with fighters, amphibious assault vehicles, laser defenses and a fleet of decoy drones. Your mission is to build a series of resource, factory, and defensive bases spanning an island chain. The only problem? At the other end of the chain is an even more advanced carrier under control of a terrorist organization with the same mission. As you move around the islands you must decide what facilities to build and where they will best support your advance. Resource islands provide materials that factory islands can use to build weapons and vehicles to replace your combat losses but both will be quickly overrun if the enemy attacks them while you are not present. You also have to ensure that your stockpiles of equipment are stored safely until you can find time to launch a resupply drone to bring them to your carrier. From your carrier, you can take first person control of your attack aircraft and amphibious tanks and use them to assault enemy islands or even the enemy carrier itself if you're lucky enough to find it. The weapon payloads on your vehicles are completely configurable based on your needs. An island invasion may require launching a virus bomb that will take over the enemy command systems or just blasting the base with a wire guided surface to surface missile. Ultimately, you have to find and destroy the enemy carrier but, doing so will require a solid supply infrastructure and a strategy for depriving your opponent of his.

Carrier Command

Carrier Command

Commodore 64 - Released - 1989

Carrier Command was one of the first real-time strategy games. You control an advanced cybernetic aircraft carrier complete with fighters, amphibious assault vehicles, laser defenses and a fleet of decoy drones. Your mission is to build a series of resource, factory, and defensive bases spanning an island chain. The only problem? At the other end of the chain is an even more advanced carrier under control of a terrorist organization with the same mission. As you move around the islands you must decide what facilities to build and where they will best support your advance. Resource islands provide materials that factory islands can use to build weapons and vehicles to replace your combat losses but both will be quickly overrun if the enemy attacks them while you are not present. You also have to ensure that your stockpiles of equipment are stored safely until you can find time to launch a resupply drone to bring them to your carrier. From your carrier, you can take first person control of your attack aircraft and amphibious tanks and use them to assault enemy islands or even the enemy carrier itself if you're lucky enough to find it. The weapon payloads on your vehicles are completely configurable based on your needs. An island invasion may require launching a virus bomb that will take over the enemy command systems or just blasting the base with a wire guided surface to surface missile. Ultimately, you have to find and destroy the enemy carrier but, doing so will require a solid supply infrastructure and a strategy for depriving your opponent of his.

Elite Plus

Elite Plus

MS-DOS - Released - 1991

Elite Plus is a VGA re-make of Bell and Braben's space trading flight simulator, Elite. It is an updated conversion of the original that features new graphics and sounds/music. The novella included with this package is different from the one that came with the original Elite releases. This version includes the story 'Imprint' by Andy Redman, which formed the latter part of the manual, while the original Elite included The Dark Wheel by Robert Holdstock as a separate book.

Starfox

Starfox

Sinclair ZX Spectrum - Released - 1987

In this intergalactic 3D action-flight-simulation your mission is to save the Rubicon, an constructed anti-matter zone that was made by the alliance of the eight planets of the Hyturian system. In 2746 after many centuries of war between the eight planets of the system, they decided to build up this anti-matter zone around the entire system as protection against each others. It worked fine for several decades - the peace remained unthreatened. But now the time has come that the Rubicon barrier has been breached, by the entry of a new planet and its hostile home race, the Space Thugs. Enter your Starfox fighter, save the whole system, and find out who breached the system. The action is viewed from the cockpit of your starfighter, which is equipped with lasers and side/rear-view mirrors. It also has a status log detailing your weapons and current threats, and an advanced 3-dimensional navigation system called the Holocube. Controlled from a separate screen, the Holocube allows you to rotate a 3D image of space and plot the co-ordinates of your journey. The player must manually navigate through wormholes for fast travel - contact with the edges drains your shield. Electrical and ion storms are a constant hazard - the easiest way to avoid these is to use the general log to note their co-ordinates. Weapons can be upgraded Starfox features eight missions to be completed in order. The first is to shoot down 60 Space Thugs.

Starstrike II

Starstrike II

Amstrad CPC - Released - 1986

In Realtime's previous Starstrike game (not to be confused with Star Strike), the evil Outsiders attacked the Federation and had to be forced back. This time, the boot's on the other foot, as the Federation have sent their Starstrike II vehicles in to take them out. Armed with sophisticated computers, lasers and shields, all it needs is a good pilot, such as yourself. Twenty-two planets fall under Outsiders control, and each has grid-based defenses which must be taken out, complete with all their command computers and production droids. The planets are split into five groups, each of which can be chosen at the start of the game. The combat is intense, and aims to create the likely feel of space combat, with lots of ducking and weaving to set up shots. The game features filled-in graphics, unlike the Elite-esque wireframes of the first game.

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