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Desert Commander - Nintendo Famicom NES NTSC-J Japan KSC-DF

Desert Commander - Nintendo Famicom NES NTSC-J Japan KSC-DF

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Desert Commander - Nintendo Famicom NES NTSC-J Japan KSC-DF.

**Please note: This is for the Japanese Nintendo Famicom or region free mod devices!

Desert Commander[a] is a 1988 turn-based strategy video game developed and published by Kemco in Japan and North America for the Nintendo Entertainment System. It is themed after the North African theatre of World War II in the 1940s, where players take command of the Allied Forces led by George S. Patton and Bernard Montgomery to fight against the Axis Powers led by Erwin Rommel. Its gameplay consists of moving units into positions to confront enemies in turn-based encounters determined by multiple factors, replenishing units with resources in order to occupy the enemy headquarters or destroy all enemy forces. The title garnered positive reception from critics; Reviewers praised several aspects such as the presentation, visuals, controls, challenge and balance of strategy and action

Desert Commander is a World War II-themed turn-based strategy game where players assume command of the Allied Forces led by Generals George S. Patton and Bernard Montgomery across five increasingly difficult scenarios that take place in the 1940s, each one giving a pre-determined set number of units to use, to fight against the Axis Powers led by Erwin Rommel. Available modes of play include the main single-player campaign and a two-player versus mode.

The main gameplay objective is to either occupy the enemy headquarters or destroy all opposing forces on the playfield and the player that does so first wins.

 Players command their units on a map, using a command window function, and each unit have different mobility range that varies according to their type except aircraft units in addition of possessing different shooting range. Terrain plays an important role during battle sequences, as it can affect the outcome of encounters in terms of terrestrial unit's movility, attack and defense (except for aircraft). Each scenario has no time limit and gives a different set number of units to use, which the players can mix and match between the different types without going over that limit. When playing against the CPU, the computer will be given a different ratio of units to command from the player. On the easiest scenario, both the player and the CPU have the same number of units, while in all others the CPU will have more than the player. There is no variance in artificial intelligence, so the only thing that makes the later maps harder is the larger number of units the CPU has. When in a one-player game, the second controller can be used to modify the CPU forces.[4] Prior to a two-player match, players can also customize the number of units at their disposal.

The player's force consists of nine different types of units and one headquarters unit (which is a unit by itself and also can be used to attack). A certain unit is particularly strong or weak against a particular opponent, performing average against every other unit type. Units cannot be produced, but players can replenish them by landing at the appropriate buildings or be resupplied by a supply truck; for example, all aircraft must stop at an airport in order to recharge their fuel and ammo supply. Transport units are also available to carry infantry units across the map.

Desert Commander (NES) Playthrough - YouTube

Desert Commander (NES) with commentary - YouTube

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