Military Madness Established the Foundation for Strategy Games 35 Years Ago
Let’s set the scene. It’s 1989, in Japan. Sega hasn’t released a Shining Force game yet, and won’t for another three years. Nintendo has the first Fire Emblem on the way, but it won’t be out for another year (and when it did release, it wouldn’t have any of the kind of strategic elements it’s now known for outside of permadeath). Turn-based strategy games, RPG or otherwise, weren’t prevalent in Japan just yet: Famicom Wars, the predecessor to what would become known internationally as the Advance Wars series, released in 1988, and Koei’s Nobunaga’s Ambition and Romance of the Three Kingdoms franchises had gotten started years before, but generally the early offerings in the strategy genre were the province of North American developers at this point in history, and usually for home computers rather than consoles.
It’s kind of funny, then, that it was a couple of Japanese console games that played a significant role in the direction western strategy games would eventually take. Thanks to Dia Lacina, we’ve had a recent reminder of the influence that western games like Wizardry and Ultima had on the development of role-playing games in Japan, but this kind of shaping and sharing goes both ways. Westwood Studios, the developers of Command & Conquer and the studio responsible for refining what a real-time strategy game was, were influenced by Sega’s Herzog Zwei, as well as Hudson Soft’s Nectaris, which released in February of ‘89. In North America, it would be released one year later for the TurboGrafx-16, where it would be known as Military Madness.
These weren’t the lone influences, but they were key ones. As Cam Winstanley wrote of Military Madness for Read-Only Memory, on the subject of the making of Westwood Studio’s Dune II, “Playable as both a single or multiplayer game, movement is turn-based and restricted to hex grids, giving it that board-game-to-videogame feeling typical of its time. Yet in its simple control interface, rapid combat resolution and clear graphics, the basis for Dune II is clear to see.” And that’s no mere guess at influence, either, as Joe Bostic, co-creator of Command & Conquer, cited Military Madness (along with a few other games, Herzog Zwei included) as an influence on Dune II in a Reddit ama over a decade ago. Dune II’s success—and gameplay formula—is what led to Command & Conquer and the influence of Westwood Studios over the industry in the ‘90s. It’s a seminal title that pushed a genre forward into its most recognizable form, and Hudson Soft’s underrated gem of a strategy game helped it get there.
What is it about Military Madness that made it stick in the heads of Westwood Studio’s developers? It was easy to get into, and difficult to put down, and this was the case despite the strategy elements actually being pretty high level out of the gate. Hudson nailed the gameplay and its mechanics so well the first time around in 1989, just six months after the comparatively simple Famicom Wars, that each subsequent entry in the Military Madness/Nectaris series, save one, was an updated remake for whatever hardware it was releasing on. There were some visual differences in each of these, and things got a little flashier by the time the Playstation’s 3D-focused hardware was involved, but it was Military Madness just the same each time out.

Military Madness utilized hexes instead of squares, and terrain bonuses play a significant part in your strategy. Further, the game is designed so that your focus is on the most efficient, organized, and brutal attacks possible. You aren’t building new units here to replace old ones or to build up an unstoppable army, but for the most part you have the ones you have. And that’s because you can take out tanks with standard soldiers without even suffering heavy losses, but only if you play things right. Terrain bonuses play a part in that, as does the invisible leveling up of your units that occurs the more they fight—even as they get weaker in numbers, the remaining soldiers, vehicles, whatever, get stronger. Where the game truly sings, however, is in positioning your units. Allies adjacent to an attacking unit will provide support fire bonuses—if you’re familiar with how later Fire Emblem games work, you’ve got the right idea. The difference here is that, instead of one paired unit or one adjacent unit aiding with support attacks, you can completely encircle a foe and then attack, and get bonuses from all of the encircling units. You don’t even have to get that complicated with it, though: so long as you’ve surrounded a foe, even with just two units, you can earn an encirclement bonus.
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