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Carrier Command, DOS - Second Impression

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Uploaded by on Jun 23, 2011

This is my second impression of Carrier Command, this time the DOS version which has improved AI and a much needed time warp function. I also talk about a recent comment I got from one of the original developers of the game, which was really cool.

Carrier Command on Moby Games:
http://www.mobygames.com/game/carrier-command

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Uploader Comments (JimPlaysGames)

  • Do more?

  • @Fireburnin21 might do :)

  • I'm fairly sure the Amiga version did have the warp function if you entered "the best is yet to be" cheat. Could be wrong of course but it's what i use on my 360 bio - being i remembered entering it often. The ST version didn't have it and was released earlier i believe?

  • @Adropacrich2 sadly the time warp function was indeed missing from the Amiga and ST versions, due to the publishers pushing for a release date before it was ready. I discovered this when one of the original developers made a comment on my previous Carrier Command video (username: gadgetmind), which was really cool.

    It's a shame that publishers will often force the release of a game before it's ready, especially when it cuts out a necessary feature to make it playable.

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  • Certainly left an impression on me despite not fully grasping every strategy aspect I remember once when arriving at an island, that i witnessed what must have been a good 40 or more enemy craft buzzing around. I was astounded because the framerate was still holding up well - A500 - and frankly it shouldn't have. Never seen it since and just put it down to being a bug. Anyone else had this amazing event?

  • @gadgetmind when programming with rem statements on the speccy, do you get any clue why a game crashes or do you just have to remember the last thing you typed in?

    When im programming I can print out variables to a debug log , is there anyway of doing that with a speccy or old PC? you could print them out to the screen but when the game crashes you cant see them anymore :/

    looking forward to 'story of carrier command' :)

  • @slenkar Regards web page, I'm typing up "The Story of Carrier Command" and might put it up somewhere. Believe it or not, Tank Duel, Star Strike, and Star Strike 2 were coded on the Spectrum by typing Z80 assembler into REM statements. Bombs? I don't recall what we did if an exception went off, but the final stages on the ST version were tense beyond belief. A few bug fixes did get slipstreamed, but I don't recall many crashing bugs.

  • @gadgetmind thanks for answering all my nerd questions,

    if you created a webpage with all this information it would get thousands of people looking at it i bet,

    I owned a speccy as a 10 year old, did you develop speccy games on the pc? did you use a cable to transfer the game to the speccy?

    Did you get tired of seeing those bombs when the ST version crashed?? :)

  • @slenkar Yes, initially using a commercial system called PDS, which was great for Z80 work but the 68k version was a bodge, however, we eventually switched to our own development tools. In 1989, we started a new company that specialised in dev/debug tools, and that's the company I still work for, though it was acquired by Sega in 1994 and Imagination Technologies in 2001.

    And a year isn't bad when you're starting with zero existing code AND you're having to invent the game as you go along.

  • @gadgetmind

    a year?!? not bad at all, :)

    Did you use a PC to make the ST version?

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