Air Force Commander

Last updated: January 20, 2026

Overview

Air Force Commander is a real-time strategy wargame developed by Impressions Games and Golden Sector Design, released in 1992 for DOS and Commodore Amiga12. The game places players in command of an entire air force, tasking them with achieving strategic air supremacy across various Middle Eastern conflict scenarios3. Described by contemporary reviewers as “a complex and intriguing simulation,” the title was notable for being released in the same year as Dune 2 and predating the original Command & Conquer by three years45.

The game features 26 modern Middle East scenarios spread across its campaign, offering players control over a wide variety of aircraft ranging from vintage SU-17 fighter bombers to cutting-edge F-117A Stealth Fighters61. Players must manage resources, bases, pilots, and aircraft while combining resource management with strategic command through an easy point-and-click interface6. The scenarios themselves were detailed and somewhat esoteric, including conflicts such as Bahrain vs. Qatar and UAE vs. Kuwait, reflecting the political realities of the region73.

Impressions Games, founded in 1989 with a focus on strategy and business simulation games, would later be acquired by Sierra On-Line in 19958. The engine developed for Air Force Commander was subsequently improved and reused for later titles including Global Domination and When Two Worlds War7.

Story Summary

Air Force Commander is set against the backdrop of contemporary Middle Eastern conflicts, with the game’s extensive 43-page manual dedicating almost half of its pages to an outlined history of the Middle East1. The manual includes sections covering the roots of Islam, colonial influences in the region, the history of Israel, various regional wars, and Operation Desert Storm, providing historical context for the scenarios players will engage with1.

The game provides most of the recent air war scenarios in the Middle East, creating the challenge for players to try and recreate—or rearrange—history to their liking9. Scenarios range from small-scale confrontations between neighboring states to larger regional conflicts, with the game concentrating entirely on the air combat dimension of these conflicts10.

One of the more challenging scenarios in the game involves defending tiny Lebanon against Syria, with players given only 4 SAM units, 1 helicopter, and an F-4 unit at their disposal1. The wide variety of conflict scenarios reflects genuine geopolitical tensions, with the Bahrain vs. Qatar scenario noted as “actually not that unrealistic given the political realities”7.

Gameplay

Interface and Controls

Air Force Commander utilizes an easy point-and-click interface for commanding air units6. The game features satellite, radar, and geographical maps to provide players with different views of the battlefield6. However, the interface received criticism from multiple reviewers, with one noting that “giving orders to a unit is fiendishly difficult”5 and another describing it as a “cumbersome user interface”7.

The control scheme requires mouse input for all operations1. Players cannot queue orders to aircraft still in the air, requiring constant attention and manual intervention11. Certain aircraft such as the Mirage F-1 lack an automatic patrolling capability, forcing players to manually assign intercept orders11. Contemporary reviewers criticized the “unrefined controls” and “confusing map” as significant drawbacks3.

Structure and Progression

The game offers multi-scenario options for strategic air supremacy, allowing players to select from various conflict situations7. The DOS version focuses exclusively on Middle East conflicts, while the manual referenced a planned WW2-era sequel11. The core gameplay loop involves eliminating enemy major airbases to achieve victory11.

  • Scenario Selection: Players choose from 26 modern Middle East scenarios6
  • Force Management: Control of aircraft, pilots, bases, and resources10
  • Combat Operations: Real-time tactical command of air units
  • Victory Conditions: Elimination of enemy air capabilities through strategic strikes11

Puzzles and Mechanics

Air Force Commander is described as a real-time wargame with limited resource management aspects11. Players must balance defensive operations protecting their own airbases while mounting offensive strikes against enemy installations11. The game focuses solely on aircraft and rocket bases, eliminating ground unit management found in other strategy titles12.

The mechanical depth comes from managing different aircraft types with varying capabilities. The wide variety of units creates an interesting balance in combat, with players needing to match appropriate aircraft to specific mission types9. One reviewer compared the experience to “if you could take Harpoon, speed it up, put it over the Middle East, and have its focus on land-based aircraft, and then compress it a little more”7.

Reception

Contemporary Reviews

Air Force Commander received mixed reviews upon release, with scores varying significantly across publications. Amiga Reviews awarded the game 69%, describing it as “almost too close to real life” and concluding it was “a complex and intriguing simulation which, despite some gripes, is worth the considerable effort required to get the most of it”3.

French magazine Joystick gave the game 70/100 in November 19936. Amiga Format also scored it 69/100 in December 19936. However, other publications were less favorable: Amiga Action awarded 59/100 in February 19946, while CU Amiga gave a lower score of 48/100 in December 19936.

A German gaming publication was particularly harsh, awarding only 37%3. One reviewer expressed frustration with the presentation: “I am getting pretty sick of reviewing strategy games that have all the graphic sophistication of a three-year-old’s first attempt to paint”3. The same review lamented that “it is really sad to think that so much imagination has gone into the overall design and so little in its execution”3.

Modern Assessment

Retrospective assessments have been more charitable. A 2001 MobyGames user review by Shadowcaster stated: “If you enjoy real time strategy, and you want to play something that was years ahead of C & C, try this on for size”9. The same reviewer praised the historical scenarios and variety of units available9.

Veteran wargamer M. Evan Brooks provided a measured assessment: “Multi-scenario options for strategic air supremacy in the Middle East. The scenarios themselves were detailed and somewhat esoteric… Overall, an interesting effort with little potential for enduring play value”7. A Let’s Play Oldies blog review from 2009 awarded 5/10, noting “Realism is boring”5.

Aggregate Scores:

  • MobyGames: 6.2/10 overall, 58% critics, 2.7/5 players1
  • My Abandonware: 4.48/5 user rating7
  • Free Game Empire: 4/5 user rating8
  • DOS.Zone: 5/5 (based on 2 reviews)13

Development

Origins

Air Force Commander was developed by Impressions Games with co-development from Golden Sector Design1. The game emerged from Impressions’ focus on strategy and business simulation games, which the company had pursued since its founding in 19898. Development was led by Simon Bradbury at Novocade Software Ltd3.

The game was designed to offer a unique take on real-time strategy, focusing exclusively on aerial combat rather than the combined arms approach of other wargames11. The development team created detailed historical scenarios backed by extensive research into Middle Eastern conflicts, resulting in the comprehensive historical documentation included in the game’s manual1.

Production

The development team prioritized historical accuracy and scenario variety over graphical presentation3. According to one review, “so much imagination has gone into the overall design”3, though the execution was criticized. The game shipped on multiple floppy disk formats, requiring 1 MB of memory to run3.

Development Credits:16

  • Designer: Simon Bradbury
  • Developer: Novocade Software Ltd / Golden Sector Design
  • Composer: Christopher J. Denman
  • Publisher: Impressions Games

Technical Achievements

The engine developed for Air Force Commander represented an early approach to real-time strategy gaming, predating the genre-defining Command & Conquer by three years59. Impressions would later refine and reuse this engine for Global Domination and When Two Worlds War7.

The game featured multiple map view options including satellite, radar, and geographical perspectives6. The real-time combat system allowed for simultaneous control of multiple air units across the battlefield, though the speed of the game could not be slowed down in the initial release7.

Technical Specifications

DOS Version:14

  • Media: 3.5” Floppy Disk, 5.25” Floppy Disk, CD-ROM
  • Input: Mouse
  • File Size: 712.4K (compressed archive)
  • Executable: AIRFORCE.EXE
  • Business Model: Commercial

Amiga Version:36

  • Display: Raster (OCS compatible)
  • Memory Requirement: 1 MB
  • Media: 2 disks
  • Hard Drive Installation: Yes
  • Save Games: Yes
  • Price: £25.99 / DM 79
  • Language: Complete German version available

Technical Issues

The most significant technical issue at launch was the game speed—it could not be slowed down, making gameplay overwhelming for many players712. Eventually, a patch was distributed over electronic bulletin boards to address this problem7.

Additional issues included:

  • Cannot queue orders to aircraft still in the air11
  • Certain fighters lack patrolling capability, requiring manual intercept assignment11
  • Overwhelming amount of clicking required during early phases11
  • Weak AI opponents7
  • Poor graphics quality criticized by multiple reviewers3
  • Minimal sound effects3
  • Missing two-player mode3

Version History

VersionDatePlatformNotes
1.01992DOSInitial release4
1.01992AmigaInitial Amiga release2
Patched1992-93DOSSpeed patch distributed via BBS7

Easter Eggs and Trivia

  • The game’s manual dedicates almost sixteen pages to describing Middle East conflicts and Islam but provides minimal unit descriptions11
  • Probably one of the hardest scenarios involves defending tiny Lebanon against Syria with only 4 SAM units, 1 chopper, and an F-4 unit1
  • The manual mentioned a planned WW2-era sequel that would eventually be released separately11
  • Scenarios include the somewhat esoteric Bahrain vs. Qatar conflict, described as “actually not that unrealistic given the political realities”7
  • The game was released the same year as Dune 2, making it contemporaneous with the birth of the modern RTS genre5

Legacy

Sales and Commercial Impact

While specific sales figures are not available, Air Force Commander maintained enough commercial viability to warrant a sequel. WW2 Air Force Commander was released in 1993, concentrating entirely on World War II air combat scenarios10. The original game’s engine proved valuable enough that Impressions continued to develop and improve it for subsequent titles7.

Collections

Air Force Commander does not appear to have been included in any major compilation releases. However, the game has been preserved through various abandonware and retro gaming archives4714.

Sequel: WW2 Air Force Commander

WW2 Air Force Commander was released in 1993 for DOS and Amiga as a follow-up to the original1015. The sequel allowed players to choose between several World War II scenarios, engaging in strategic combat between the Allies and Axis powers10. Like its predecessor, it concentrated entirely on air combat, with players managing resources, bases, pilots, and aircraft10.

The Amiga version of Air Force Commander was later described as a “repackaged version of earlier game with new name, packaging, menu graphics and additional WWII missions,” suggesting some crossover between the two products3. One disk contained Middle East scenarios while another featured WWII scenarios, ranging from UAE vs Kuwait to the Battle of Britain, offering 56 different scenarios total across two disks3.

  • Air Force Commander Manual: 43-page manual with extensive Middle Eastern history, including sections on roots of Islam, colonial influences, history of Israel, and technical comments on various aircraft1

Critical Perspective

Air Force Commander occupies an interesting position in gaming history as an early real-time strategy title that predated the genre’s explosion in popularity. Released in 1992 alongside Westwood’s Dune 2, and three years before the original Command & Conquer, the game attempted sophisticated aerial warfare simulation in an era when such ambitions often exceeded technical capabilities59.

The game’s focus on realism and historical accuracy proved both its strength and weakness. While the detailed scenarios and educational manual content demonstrated genuine research and design imagination, the execution suffered from interface problems and presentation issues that limited its appeal3. As one reviewer noted, “Air Force Commander is the only game of its kind by far. And being the only one of its kind, I still feel that the game is quite entertaining”11—a backhanded compliment acknowledging both its uniqueness and isolation in the marketplace.

The game’s legacy lies primarily in its engine, which Impressions refined for later, more successful titles7. The company’s eventual acquisition by Sierra On-Line in 1995 would see their strategy expertise channeled into the city-building genre with the Caesar and Pharaoh series, leaving Air Force Commander as a curious evolutionary step in the studio’s development history8.

Downloads

Download / Preservation

Related Game

Series Continuity

Air Force Commander launched what would become a brief series exploring aerial warfare strategy. The original 1992 release focused exclusively on modern Middle Eastern conflicts, establishing the gameplay framework of real-time aerial combat management. The 1993 sequel, WW2 Air Force Commander, transported the concept to World War II scenarios, allowing players to command Allied or Axis air forces across historical battles10.

The engine technology developed for this series would go on to influence Impressions’ later strategy titles, including Global Domination and When Two Worlds War, demonstrating the foundational importance of Air Force Commander to the studio’s technical evolution7.

References

Footnotes

  1. MobyGames – Air Force Commander – credits, ratings, technical specs, manual information, scenario details 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

  2. Wikidata – Air Force Commander – platform and release year confirmation 2 3

  3. Amiga Reviews – Air Force Commander – multiple review scores, technical specifications, developer credits, gameplay criticism 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

  4. Internet Archive – Air Force Commander – preservation metadata, file specifications 2 3 4 5

  5. Let’s Play Oldies – Air Force Commander Review – 2009 retrospective review, Dune 2 comparison 2 3 4 5 6

  6. UVList – Air Force Commander – contemporary magazine review scores, feature list, Simon Bradbury credit 2 3 4 5 6 7 8 9 10 11 12 13

  7. My Abandonware – Air Force Commander – M. Evan Brooks expert review, engine reuse, patch information, user ratings 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

  8. Free Game Empire – Air Force Commander – Impressions company history, user rating, gameplay description 2 3 4 5

  9. MobyGames User Review – Shadowcaster – 2001 retrospective review, C&C comparison, unit variety praise 2 3 4 5 6

  10. Internet Archive – WW2 Air Force Commander – sequel information, genre classification, gameplay description 2 3 4 5 6 7 8

  11. VOGONS Forum – Air Force Commander Discussion – detailed gameplay analysis, interface issues, manual criticism 2 3 4 5 6 7 8 9 10 11 12 13 14

  12. Play Classic Games – Air Force Commander – gameplay description, speed patch information 2

  13. DOS.Zone – Air Force Commander – user rating, browser emulation 2

  14. Sierra Chest – Air Force Commander – platform listing, media format

  15. Free Game Empire – WW2 Air Force Commander – sequel details, gameplay description