
TANK
The backbone of any attack: a cannon that hits everything equally hard.
NEEDS A WAR FACTORY
Commander. Our scouts report enemy activity across the valley.
Build a base. Harvest the ore. Train an army - and wipe out every last enemy unit and building.
A real-time strategy game for the Apple IIgs, written from scratch in 65816 assembly.
Straight from the Apple IIgs: Super Hi-Res, 320 x 200, 16 colors. Click a picture for a closer look.








Every unit faces the way it moves. Weapons are strong or weak against infantry, vehicles and buildings - pick the right tool for the job.

The backbone of any attack: a cannon that hits everything equally hard.
NEEDS A WAR FACTORY
Fast, with a rapid-fire machine gun that shreds infantry.
NEEDS A WAR FACTORY
Cheap and quick to train. A rifle, and plenty of friends.
NEEDS A BARRACKS
Long-range rockets: double damage to vehicles, slow to reload.
NEEDS A BARRACKS
Mines ore on its own and brings it to the nearest dock. No harvester, no credits.
NEEDS A WAR FACTORYPlace them on open ground near your base, sell them for half their price or repair them. Mind the power: run short and everything builds at half speed - and the radar goes dark.

Your headquarters, with the dock where harvesters unload. You start with it and a war factory - and if it falls, the mission is lost.



Two cooling towers' worth of electricity. Build one before you need it.

Trains soldiers and rocket soldiers; they march out of its door.

A second dock for your harvesters - and a harvester of its own. Build it near the ore.

Tanks, buggies and harvesters roll out of its big door.

Turns the radar on: the whole world at a glance, and one click to jump anywhere.

A heavy cannon on a concrete base: 200 hit points, range 4. Holds off the early attacks.

Cheap, with a machine gun on its platform: deadly against soldiers.






The enemy has a base like yours, and it sends its army against you in waves that grow bigger over time. Hit it where it hurts:
| EASY | NORMAL | HARD | |
|---|---|---|---|
| First attack | 3 min | 2 min | 90 s |
| Then every | 80 s | 60 s | 45 s |
| Wave size | 2-4 | 3-5 | 3-6 |
| Income | low | medium | high |
| CLICK | Select a unit |
| DRAG | Select several units with a box |
| ESC | Unselect; stop placing, selling or repairing |
| CLICK GROUND | Move there (a green cross) |
| CLICK ENEMY | Attack it (a red cross) |
| ARROWS / EDGE | Scroll the battlefield |
| CLICK RADAR | Jump there (with a radar center) |
| BUILD ICON | Build; click again when READY, then place it |
| SELL / REPAIR | Then click one of your structures |
| REST THE MOUSE | See what something is - and what it costs |
| M | Music off or on |
| P | Pause: resume, or quit the mission |
No compiler, no engine: every routine written by hand for the IIgs's 16-bit CPU and assembled with Merlin 32.
Sprites are compiled into code, only changed screen cells are redrawn, and the view is copied with the stack - fast enough for 48 units fighting at once.
Four maps that scroll in every direction - Green Valley, River Crossing, Twin Lakes and Stone Pass - with fog of war, pathfinding around rivers, lakes and rocky ridges, and a radar.
Recorded weapon sounds and two original music tracks played on the IIgs's wavetable sound chip, in time even while the view scrolls.
Hand-drawn units and buildings modeled in tiny 3D, all in the 16 colors of Super Hi-Res.
One 800K disk: the program, its packed graphics, the sounds and the title picture.
Conquer GS comes on an 800K ProDOS disk image that boots straight into the game. The first release is being prepared.