CREDITS: 2500
POWER: 30/100

Conquer GS 2 - the campaign against the Red Legion

Conquer GS 2: light tanks, artillery and flame troopers attacking the enemy base, the build menu on its UNITS page
CONQUER.GS 2NEW: 2 MB EDITION
NEW ORDERS● COMING SOON

Commander. The Red Legion has crossed the border.

Two campaigns of eight missions, each with a briefing and a goal of its own: destroy their base, hold out until help arrives, mine the ore we need, or knock out one key building.

Nine kinds of units - light tanks, artillery, flame troopers and engineers that take over enemy buildings - on sixteen maps more than twice the size, with three save slots.

A repair bay for your vehicles, a command center you can build again, and a map editor: paint the land, set out both bases, and play your own battlefields.

16 MISSIONStwo campaigns
16 MAPS48 x 36 tiles
MAP EDITORmake your own
9 UNITSengineers capture
APPLE IIGSROM 01 or 3, 2 MB

IN ACTION

REC 00
VIDEOThe computer against itself - watch on YouTube
DEMO MODEREC 00

Leave the title alone for 10 seconds, or the mission setup for 30, and the computer plays both sides - on brutal, a different map each time.

Both bases build up, harvesters bring in the ore, and tanks and troops march out in waves. The view follows the fighting.

Ten minutes in MAME, with the game's own music and sound. A click or a key, and you take over.

CONQUER GS 2

WHAT'S NEW

Everything in version 1, and a lot more. Click a picture for a closer look.

The campaigns

Sixteen missions against the Red Legion with briefings and goals of their own. Campaign 1 works up from easy to hard, with new units unlocking as you go; win it and campaign 2 opens - eight more missions on the skirmish maps, at brutal. The game remembers how far you got.

New units

Fast light tanks, artillery that out-ranges turrets, flame troopers, and engineers that walk into an enemy power plant, war factory or refinery and take it over. The enemy uses them too.

Bigger maps

Sixteen maps of 48 x 36 tiles - more than twice the ground of version 1: Forest Run, Islands, Canyon and The Lake join the four from version 1, and eight more for skirmish: Crossroads, The Delta, High Ridge, Badlands, North Woods, The Bridges, Ore Fields and Fortress. Units turn to face eight ways, and up to 96 units and structures fight at once.

Map editor

Paint grass, roads, water, trees, rocks and ore, set out your base and the enemy's, place both sides' units, name the map and save it - up to 16 of your own - and load it again to keep working on it. An overview shows the whole map at once. Start it from the mission setup or from the GS/OS Finder; your maps show up in the skirmish list.

Repair bay

A ninth building on the BASE page: damaged vehicles parked beside it are mended, a few hit points for a few credits, with the wrench blinking. Click it with vehicles selected to send them there.

Rebuild your base

Lose the command center and the game goes on - until every building is gone. Build a new one on its old pad for 1000 credits. It has 800 hit points, and health bars show on any building under the mouse or clicked.

An enemy that fights

Its waves march together and go for your refinery, power plant and harvesters; hit its base and its nearest units come after you. It trains troops while it rebuilds, repairs its buildings, and on your own maps builds its whole base from a command center - campaign 2 throws the brutal enemy at you.

Rally flags and icons

Setting a rally point turns the cursor into a flag and plants one on the spot. The game and the map editor show the Iron Guard's fist in the GS/OS Finder.

Settings

Music and effects volume, scroll speed, mouse speed and three colour schemes - standard, desert and high contrast - kept on the disk for next time.

Stars and survival

Every mission win earns up to three stars - for the win, few losses and speed - and your best shows on its briefing. Survival never ends: the enemy grows with every wave, and your best time is kept.

Saved games and groups

Three save slots from the pause menu, unit groups on Control-1 to 9, and five music tracks on the Ensoniq chip.

What you need

An Apple IIgs (ROM 01 or ROM 3) with at least 2 MB of memory and a mouse - or MAME. One 800K ProDOS disk image, the map editor on it.

SOON ON ITCH.IO

VERSION 1 VS 2

SIDE BY SIDE

Version 1 stays free. Version 2 builds on it - here is what each one has.

FeatureConquer GSConquer GS 2
PriceFree, open sourceSoon on itch.io
Memory1 MB2 MB
Campaign-2 campaigns, 16 missions with briefings and goals
Maps416, and up to 16 of your own
Map size32 x 24 tiles48 x 36 tiles
Map editor-Yes - save, load, overview; from the game or GS/OS
Kinds of units59
Engineers take over buildings-Yes
Units face4 ways8 ways
Units and structures at once4896
Repair bay-Yes - mends vehicles
Rebuild a lost command center-Yes - 1000 credits
Health bars on buildings-Mouse over or click
Rally pointsYesYes - with a flag cursor and a flag
Enemy AIDefends, keeps its waves together, goes for your economyThe same, and builds its own base on your maps
Enemy harvesters12 (3 in the toughest missions)
Saved games-3 slots
Unit groups (Control-1 to 9)-Yes
Music tracks25
SettingsMusic and effects volumeVolumes, scroll and mouse speed, 3 colour schemes - saved
DifficultyEasy, normal, hardEasy, normal, hard - hard at brutal strength in a skirmish; campaign 1 from easy to hard, campaign 2 at brutal. Waves grow every time
Fog of war, radarYesYes
Quits to ProDOS or GS/OSYesYes
SOON ON ITCH.IO MANUAL (PDF) FREE VERSION 1

ARSENAL

NEW UNITS: 4

Conquer GS 2 adds four units to the five of version 1 - and the enemy builds them too. The build menu now has two pages, BASE and UNITS: click a tab or press Tab.

Light tank
READY

LIGHT TANK

$5006 s
ARMOR90
RANGE3

Faster and cheaper than a tank, with a lighter cannon - quick to the front, quick to the ore fields.

NEEDS A WAR FACTORY
Artillery
READY

ARTILLERY

$90010 s
ARMOR70
RANGE5

Shells from beyond a turret's reach: deadly to infantry, weak against armor - keep it behind your tanks.

NEEDS A WAR FACTORY
Flame trooper
READY

FLAME TROOPER

$3004 s
ARMOR50
RANGE1

Burns soldiers and buildings at close range, but does little to vehicles.

NEEDS A BARRACKS
Engineer
READY

ENGINEER

$5005 s
ARMOR30
RANGE-

No weapon: sent at an enemy power plant, war factory or refinery, it walks in and the building is yours.

NEEDS A BARRACKS

VERSION 1

FREE - OPEN SOURCE

Conquer GS - real-time strategy for the Apple IIgs

The Conquer GS title screen
CONQUER.GSSUPER HI-RES 320x200
MISSION BRIEFING● LIVE

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.

65816pure assembly
60 FPSscrolling battles
48 UNITSand structures at once
ENSONIQsound and music
APPLE IIGSROM 01 or 3, 1 MB

INTEL

SAT.RECON

Straight from the Apple IIgs: Super Hi-Res, 320 x 200, 16 colors. Click a picture for a closer look.

ARSENAL

UNITS: 5

Every unit faces the way it moves. Weapons are strong or weak against infantry, vehicles and buildings - pick the right tool for the job. Units fire at what they pass on the move. Soldiers, vehicles and harvesters each have their own build queue, so all three can be under way at once - up to 5 of a kind lined up.

Tank
READY

TANK

$8008 s
ARMOR120
RANGE3

The backbone of any attack: a cannon that hits everything equally hard.

NEEDS A WAR FACTORY
Buggy
READY

BUGGY

$3005 s
ARMOR90
RANGE2

Fast, with a rapid-fire machine gun that shreds infantry.

NEEDS A WAR FACTORY
Soldier
READY

SOLDIER

$1003 s
ARMOR40
RANGE2

Cheap and quick to train. A rifle, and plenty of friends.

NEEDS A BARRACKS
Rocket soldier
READY

ROCKET SOLDIER

$3005 s
ARMOR30
RANGE4

Long-range rockets: double damage to vehicles, slow to reload.

NEEDS A BARRACKS
Harvester
READY

HARVESTER

$100010 s
ARMOR400
CARGO500

Mines ore on its own and brings it to the nearest dock. Heavily armored: no harvester, no credits.

FROM THE COMMAND CENTER

STRUCTURES

BUILD: 7

Place 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.

Command center

COMMAND CENTER

+100 POWER   400 hit points

Your headquarters: new harvesters roll out of it, and they unload at its dock. You start with it alone: build a barracks first, then a war factory for your tanks and buggies. If it falls, the mission is lost.

Barracks
1. BARRACKS
War factory
2. WAR FACTORY
Power plant
READY

POWER PLANT

$3006 s+100 PWR

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

Barracks
READY

BARRACKS

$5008 s-30 PWR

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

Refinery
READY

REFINERY

$150010 s-30 PWR

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

War factory
READY

WAR FACTORY

$100010 s-30 PWR

Tanks and buggies roll out of its big door.

NEEDS A BARRACKS
Radar center
READY

RADAR CENTER

$8008 s-40 PWR

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

Turret
READY

TURRET

$6008 s-40 PWR

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

Guard tower
READY

GUARD TOWER

$4005 s-10 PWR

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

THE ENEMY

THREAT: HIGH
The enemy base
TARGETThe enemy's base, north-east of Green Valley
Enemy tank
Enemy buggy
Enemy soldier
Enemy rocket soldier
Enemy guard tower
Enemy harvester

The enemy has a base like yours, mines ore with a harvester of its own, and sends its army against you in waves that grow bigger over time - marching together and going for your refinery, power plant and harvester. Hit its base and its nearest units come after you. It rebuilds what you destroy once it has the money and repairs what you damage - so hit it where it hurts, and keep hitting:

  • Destroy its harvester - no money until its refinery has made a new one, 30 seconds later.
  • Destroy its war factory - no more tanks and buggies.
  • Destroy its refinery - no more money.
  • Destroy its power plant - it builds at half speed.
EASYNORMALHARD
First attack3 min2 min90 s
Then every80 s60 s45 s
Wave size2-43-53-6
Ore share16%24%36%

FIELD MANUAL

MOUSE + KEYS

CONTROLS

HOW TO PLAYOn the mission setup screen: three pages of instructions
CLICKSelect a unit
DRAGSelect several units with a box
SPACEUnselect; stop placing, selling or repairing
CLICK GROUNDMove there (a green cross)
CLICK ENEMYAttack it (a red cross)
ARROWS / EDGEScroll the battlefield
CLICK RADARJump there (with a radar center)
BUILD ICONBuild; click again when READY, then place it. Click a unit again to queue up to 5
OPTION-CLICKCancel a build, money back
RALLY POINTClick your barracks or war factory, then ground: its rally point
SELL / REPAIRThen click one of your structures
REST THE MOUSESee what something is - and what it costs
MMusic off or on (the volume of music and effects: on the mission setup screen)
ESCPause - the panel lists the controls; resume, or quit the mission

STANDING ORDERS

  1. 1Keep the ore flowing. Your harvester mines on its own: 25 credits a scoop, 500 a load. Each ore tile holds 600, and mined-out ore slowly grows back. A refinery near the ore shortens its trips.
  2. 2Barracks first. You start with a command center only: a barracks lets you build a war factory, and the war factory your tanks and buggies. Harvesters come from the command center. Infantry, vehicles, harvesters and structures build in four queues, all at the same time.
  3. 3Mind the power. Your command center makes 100, each power plant 100 more. Too little, and everything slows down.
  4. 4Scout ahead. The fog hides the enemy until one of your units has seen it.
  5. 5Defend early. A couple of turrets and guard towers by the command center hold off the first waves.
  6. 6Match your weapons. Rockets against tanks and buildings, machine guns against soldiers.
  7. 7Finish the job. You win when every enemy unit and building is gone. The debriefing shows units built and lost, enemies destroyed, ore mined and your time.

UNDER THE HOOD

65C816 @ 2.8 MHZ

Pure 65816 assembly

No compiler, no engine: every routine written by hand for the IIgs's 16-bit CPU and assembled with Merlin 32.

60 frames a second

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.

A world twice the screen

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.

Ensoniq sound

Recorded weapon sounds and two original music tracks played on the IIgs's wavetable sound chip, in time even while the view scrolls.

Original pixel art

Hand-drawn units and buildings modeled in tiny 3D, all in the 16 colors of Super Hi-Res.

Boots from ProDOS

One 800K disk: the program, its packed graphics, the sounds and the title picture.

DEPLOY

STATUS: RELEASED

THE DISK

Conquer GS comes on an 800K ProDOS disk image that boots straight into the game. The latest version, with its release notes, is on the GitHub releases page: download the .po disk image there.

The game is open source: the 65816 assembly, the tools that draw every sprite, tile and map, the music and sound generators and the MAME test scripts are all in the repository.

CONQUER.SYSTEM .. the game
CONQUER.DATA   .. packed graphics and maps
CONQUER.SOUND  .. sounds and music
CONQUER.TITLE  .. the title picture
CONQUER.HELP   .. the instruction pages

REQUIREMENTS

  • An Apple IIgs (ROM 01 or ROM 3) with at least 1 MB of memory, and a mouse.
  • On real hardware: a 3.5" disk, or a FloppyEmu, BlueSCSI or similar. The files also run from a folder on a hard disk.
  • Or an emulator: MAME (on a Mac most easily through Ample), Apple IIgs with 1 MB or more.

CREDITS

  • Game, graphics and music: Walter Tengler.
  • Weapon sounds (CC0): from "The Free Firearm Sound Library" and "cannon fire" by Thimras, both on OpenGameArt.
  • Built with Merlin 32 and Cadius, boots ProDOS 2.4.3, tested in MAME.

THE BOX

DRAG TO TURN