Warlocked is a real-time strategy game developed by Bits Studios and released in 2000, with game design by Martin Wheeler. This groundbreaking title proved that the RTS genre could successfully transition from PC to handheld, establishing a new frontier for portable strategy gaming that would influence future titles like Advance Wars and Fire Emblem.
The game's brilliance lies in its understanding of the Game Boy Color's limitations and how to work within them. Wheeler and his team crafted a streamlined RTS experience that captures the essence of classics like Command & Conquer and Warcraft II without drowning in unnecessary complexity. The interface is surprisingly intuitive, using the directional pad to navigate menus and select units with remarkable efficiency. Resource management focuses on the essentials - gold and food - avoiding the micromanagement that would be cumbersome on a handheld device.
What sets Warlocked apart from its PC predecessors is the wizard system, which adds a layer of tactical depth reminiscent of Herzog Zwei or Dune II. These powerful spellcasters can turn the tide of battle with area-of-effect spells, healing magic, and devastating attacks that require careful positioning and timing. The inclusion of wizards creates a rock-paper-scissors dynamic where standard troops, siege units, and magical forces must be balanced strategically.
The campaign structure demonstrates intelligent design philosophy, with missions that gradually introduce new units and concepts while maintaining narrative momentum. Early scenarios teach basic resource gathering and unit production, while later missions demand sophisticated tactics involving multiple wizard types and combined arms strategies. The difficulty curve mirrors that of Age of Empires, starting accessible but eventually requiring genuine strategic thinking to overcome enemy AI that becomes increasingly aggressive and cunning.
Visually, the game maximizes the Game Boy Color's palette with distinct unit sprites and clear battlefield representation that never becomes confusing despite the system's modest resolution. The audio design, while simple, provides satisfying feedback for unit actions and spell effects that enhance the tactical experience without becoming repetitive.
Warlocked succeeds because it doesn't attempt to be Starcraft on Game Boy Color - instead, it creates its own identity as a portable RTS that respects both the platform's constraints and the player's intelligence. The game offers substantial replay value through its branching campaign paths and multiplayer scenarios, making it a title that rewards long-term ownership rather than quick completion. Wheeler's design philosophy of accessibility without sacrificing depth would later influence handheld strategy games throughout the Game Boy Advance era, making Warlocked not just a successful experiment, but a genuine pioneer that opened the door for the future evolution of portable strategy gaming.