The Inspiration - Conqueror (1988)
Conqueror was developed and released in 1988 by
Superior Software (later published by
Rainbow Arts for home computer ports) for the Acorn Archimedes,
one of the most technically advanced home computers of its era. Programmed in
ARM machine code, it pushed the 8 MHz ARM2 processor to its limits: smooth
flat-shaded 3D terrain, animated tank models, and real-time AI opponents -
all in 1988.
The game put you in command of a tank on a rolling, procedurally-generated
landscape, choosing from a roster of historically-inspired vehicles.
It filled my childhood imagination with tank battles straight out of Hotspur and Warlord comics,
and I wanted to try and recapture that feeling several decades later.
Recreating a childhood classic
I discovered Conqueror as a child and it never left me. The flat-shaded
rolling hills, the satisfying clunk of armour-piercing rounds,
the way a Tiger I would lumber into view over a ridge with its heavy guns
already tracking... there was nothing like it. The Archimedes was a
remarkable machine, and Conqueror showed exactly what it could do.
Decades later, lacking anything that quite recaptured that feeling, I
decided to rebuild it from memory and imagination in the browser, using
modern WebGL via Three.js. What began as a fairly close port quickly diverged and took
on an entire life of its own.
Classic gameplay, updated and enhanced
The browser version takes the original as its inspiration - the same
flat-shaded aesthetic, the same basic tank roster and faction structure,
the same feel of armour values and projectile physics, but adding a
substantial layer of new features:
Richer Terrain
Procedurally generated Fourier landscape with water, trees, roads, and buildings.
Particle Effects
Shell impacts, smoke, explosions and track marks bring the battlefield to life.
Expanded Roster
All original tanks plus extra variants; Mercenary faction with fictional vehicles.
New Game Modes
Arcade, Strategy (capture objectives), and competitive online play.
Weather Effects
Rain, fog, and dust storms that affect visibility, detection range, and combat dynamics.
Mouse Aiming
Optional mouse-aim turret control with rate-limited traversal and click-to-fire.
Difficulty Scaling
Four AI difficulty presets from casual to punishing, adjustable per session.
Runs Anywhere
Pure browser — no plugins, no install. Works on desktop and modern mobile.
Fan Project — Copyright Notice
Conqueror (1988) was developed by
Superior Software and later published by Rainbow Arts.
All rights to the original game, its name, concept, and design remain with their
respective copyright holders. This browser reimplementation is an independent, unofficial,
non-commercial fan project created out of love for the original work.
No original code, assets, or data from the 1988 game have been used. The reimplementation
was written from scratch based on recollection and independent research.
We make no claim of copyright over any aspect of the original work.
If you are a rights holder and have any concerns, please reach out:
[email protected].
Runs entirely in your browser • No download required