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MAR
26
2018
0

#69 – Desert Commander

A nice introduction to turn-based strategy on the NES.

Not pictured is the tank that blew up.

To Beat: Win any scenario
To Complete: Win all scenarios
What I Did: Completed the game
Played: 12/30/17 – 1/4/18
Difficulty: 2/10
My Difficulty: 5/10
Video: Desert Commander Final Scenario

Hot off the heels of the Power Pad running game Super Team Games, I completely switched gears and played a relaxing, low-key NES strategy game. Desert Commander and other similar strategy titles were once relegated to the end of my game list. Here I thought it was fitting to go from a physical game straight into a more cerebral experience, and Desert Commander slots in perfectly. I wrote off Desert Commander as not for me almost instantly. I do like puzzle games and the occasional RPG, but strategy games are just different enough from those to dissuade me from playing. Once I gave it a chance, I actually had fun. Without anything else to compare it to, I believe Desert Commander was the right choice for my first NES strategy title.

Desert Commander was first released in Japan under the name Sensha Senryaku: Sabaku no Kitsune. There it was released in late April 1988, both published and developed by Kemco. The setting for the game is World War II and is based on the North African Campaign. In the Famicom version, you can choose either the Axis or Allied side, but that was removed in the US release in favor of a more generic setting. The NES release of Desert Commander was in June 1989, also by Kemco.

Desert Commander is a turn-based strategy game for one or two players. Each side gets a specific amount of units and an initial setup on one of several maps. On your turn, you may assign up to one command for each available unit. For instance, you may move units to a different space on the map or engage a nearby enemy unit in combat. When you command each unit or decide to end your turn, your opponent may do the same. Each player has a special unit called Headquarters, and if you can defeat the enemy headquarters you win the battle. There are five scenarios to choose from and winning any one of them is good enough to get the ending.

It’s a hot day at the battlefield.

The controls are straightforward. Use the D-pad to move a cursor around the screen when it is your turn in the battle. Move the cursor toward any edge of the screen to scroll in the desired direction. Press A when the cursor is above one of your units to bring up a unit status display and menu. Use the D-pad to choose an item from the menu, press A to make your selection, or press B to go back. You cannot view the enemy units, only yours. Press the B button to automatically move the cursor on top of the next available unit. This is especially handy if you have many units spread out on the map. The Select button brings up a screen showing how many units of each kind both you and the enemy still have available on the battlefield. The Start button brings up a map of the entire battlefield.

Before starting the game, each side may determine which units they want to deploy for the battle. The screen shows all possible units and how many of them are allocated to each player. Next to the number of units are plus and minus buttons. Move the cursor to a button and press A to add or subtract to the number of units. Each battle has a maximum number of units already preconfigured, so if you want to add units of one type, you must first remove units of another type. For example, if you want more fighter jets, you might decide to reduce the number of tanks. You can make as many of these swaps as you want. The counter at the bottom labeled Units Left shows how many units are unassigned. The second controller modifies the units for the second player, and you can also use this in single player to redistribute the opponent’s side if you want.

There are several different types of units, and they can most easily be grouped together as air units or ground units. The two types of air units are fighters and bombers. The remaining units are ground units: tanks, armored cars, troop transports, infantry, field cannons, anti-aircraft guns, supply trucks, and the headquarters. For the most part, ground units are more effective in combat against ground units, and the same goes for air units. The exceptions are bombers and anti-aircraft guns which are more effective against the opposite types. The different unit types vary by how many spaces they can move per turn and how much ammo they can hold. There is a handy chart in the manual for these figures and you can also pull up this information directly in a game.

You can customize both your army and your opponent’s army.

When you choose a unit, you get both a status display and a small command menu. The status display shows ammo, fuel, the unit number, and the type of terrain it is currently occupying. Ammo dictates how many times you may attack the enemy. Each combat reduces this amount by one and if you run out you can’t deal any damage. Each space you move on the map reduces your fuel by one and every unit begins with one hundred fuel points. The unit number represents both the health of the unit and its attack power. For example, if your unit number is ten, you get to attack ten times on your turn in combat. You lose units when you get attacked, and the unit is destroyed when the unit number goes down to zero. I’ll explain more about terrain shortly.

The command menu has four options: Movement, Attack, Power, and Change. Movement, naturally, lets you move the unit to a new space. For ground units, the terrain determines how far you can move in one turn. It makes sense that you can move better on easier terrain. You can move the furthest on roads, less so in the desert, and the least in the wilds such as mountains or the oasis. You can press B to cancel movement anytime until you move the maximum amount of spaces. If you move a unit adjacent to an enemy unit, your movement stops immediately and the game asks if you want to attack the enemy. Say yes to fight, or say no to end movement. Attack lets you engage in combat with an adjacent enemy. Most units may only attack ones directly next to them, but field cannons and anti-aircraft cannons have a wider radius to attack more distant targets. Choose Power to bring up a box that shows how many spaces you can move on each terrain, the maximum ammo and fuel, and its attack range. The Change option lets you end your turn manually. You will end your turn automatically if you move or attack with all your units.

Combat is really simple and plays out automatically. During the attack phase, a new screen appears showing your unit on the left and the enemy unit on the right. You will see individual attackers on each side corresponding with the unit number. The side initiating combat strikes first, and then the other side counterattacks with the number they have remaining. You need one ammo to either attack or counterattack. Certain units are more effective against other types of units, even within air and ground units. I think it’s difficult to tell exactly which units are best suited for a situation. Combat is like a hidden dice roll and the amount of damage you either deal or receive is luck-based after strengths and weaknesses are considered.

Lots of combat in this game.

There are some spaces on the map that have effects on the battle. Towns replenish ammo and fuel when ground units occupy the space. You see a special screen and animation when someone moves onto the space. In fact, all of these special spaces have their own screen like this. It gets annoying after the first time but you can get out of them quickly. Aircraft can refill fuel and ammo by landing on an air strip. A palm tree is an oasis and it gives occupying ground unit a boost in defense. There is also a wall that provides greater defensive help.

Two units provide additional capabilities. The supply truck replenishes both fuel and ammo for other units when it is placed next to them. You can arrange your units in a way where two or three of them can be filled up at the same time. Curiously, the supply truck cannot refill its own ammo or fuel. The troop transport can load up infantry to greatly increase their range. First, place an infantry unit next to the troop transport to bring up a dialog box asking if you want to load them into the troop transport. Then both units combine into one unit with a different color to indicate they are combined. Later when you move the troop transport, you get the option to unload your infantry and then they can have a turn.

There are five scenarios in single player mode to choose from. Later scenarios increase in difficulty but maybe not in the way you would expect. The AI almost always performs the same way, but they get more units than you do in later scenarios. All things are even in the First Battle scenario, but by the last one the computer has more than double the number of units you get. Speaking of the map, it turns out it is one gigantic map and each scenario focuses on some subset of this global map. You will see some map overlap between scenarios. I know at least once I saw a town on the edge of the map that I couldn’t get to because the game prevents you from utilizing the fringes of the scenario map.

Nice looking scenes, but they show up all the time.

This was my first time playing Desert Commander. I have some vague memories of seeing someone play the game back when it was released. I do think it was somewhat popular back then. I had a couple of people tell me that they used to play a lot of Desert Commander. I did not buy the game myself until I started actively collecting. I got another copy in a lot not that long ago and it came with the manual, so that was nice to have for this playthrough.

I decided that I would complete all scenarios with the default unit deployment. I wasn’t sure if there was some kind of special ending for beating harder scenarios, plus I like playing all the levels a game has to offer anyway. It turns out you get the same ending no matter which scenario you win. You even get a similar ending if you lose. The first scenario was very easy and I won with little difficulty while I barely knew what I was doing. You will get a scoring screen at the end that shows how many turns you took, along with damage and results numbers. I don’t understand what they mean or how they are calculated. I was happy with beating the game no matter how I scored.

I would say for a first time player that the game has a smooth difficulty curve. I coped well with the increase in enemy forces by using better tactics I came up with through the mistakes and experimentation of past attempts. Both the third and fourth missions took two attempts to beat and I just barely lost the initial attempts on those scenarios. The final scenario is quite the challenge and you are severely outnumbered. I got lucky enough to pick off the enemy headquarters before things got really bad for me. I’m glad for that because the scenarios take a long time when each side issues commands to every unit on the battlefield on every turn.

The default armies leave you vastly outnumbered.

I’m no expert at these kinds of games and there may be a better strategy, but these are the techniques I came up with. The computer tends to send a chunk of their force directly at you, leaving some units behind with the headquarters. Some of the ones left behind will join the offensive as others get defeated. Eventually this leaves an opening to engage the headquarters. I put infantry in troop transports and broke that group off separately, moving them near the enemy headquarters so that they could strike as soon as they got a good opening. In the last scenario, I sent a couple extra units with the transports for protection since the enemy may spread out their advance and start attacking this group. I put my headquarters on a wall to give them the greatest defense and surrounded it with my remaining units. I put my cannons in the back because they can attack anything trying to breach my tightly packed wall of defense. I just tried to survive as long as I could to give my small attack group the opportunity to knock out the enemy headquarters.

Desert Commander has a few quirks that I find annoying. I would like there to be a way to cancel your movement once you hit your max, just in case you come up a little short. You can cancel your movement at any time up to that, so why does your max automatically lock you in? Another similar gripe is that you cannot move past another unit without being forced to stop and ask if you want to battle. This one at least makes logical sense since you would not be able to skip past your enemy like that, but it doesn’t make it any less annoying. Enemy turns are also ridiculously slow. You have to wait for their cursor to slowly scroll across the map to each and every unit, and the order the computer chooses units seems awfully inefficient. You also have to sit through each and every combat screen, and there are also the little cutscenes every time a unit gets placed on a special space. The last scenario takes a long time with the high number of computer units.

I’ve knocked Desert Commander a bit, but it’s a pretty good game. I like the music quite a bit. You can change the background music in one of the menus and all four tracks are pretty good. I liked the first one well enough to keep it playing over all scenarios. The graphics are well defined and I really like the Kemco font. A few of the units look similar enough that it does take some time to distinguish them, but that’s a minor issue. I bet this game is really fun against another human player where you can’t exploit the AI and need to form different strategies. Single player is fun enough, but the way they decided to increase the difficulty is cheap. There aren’t too many NES strategy games, but Desert Commander is a good example of how to do one on the console. I think that’s high praise for a genre I don’t care about much.

#69 – Desert Commander

Posted In: Finished

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