Reach for the Stars (video game)

Last updated
Reach for the Stars
Reach for the Stars cover.jpg
Developer(s) Strategic Studies Group
Publisher(s) Strategic Studies Group
Designer(s) Roger Keating
Ian Trout
Platform(s) Amiga, Apple II, Apple IIGS, Commodore 64, DOS, Mac OS, PC-98
Release1983: C64, Apple II
1988: Amiga, IIGS, DOS, Mac
1989: PC-98
Genre(s) Turn-based strategy, 4X
Mode(s) Single-player, multiplayer

Reach for the Stars is a science fiction strategy video game. It is the earliest known commercially published example of the 4X genre. It was written by Roger Keating and Ian Trout of SSG of Australia and published in 1983 for the Commodore 64 and then the Apple II in 1985. Versions for Mac OS, Amiga, Apple IIGS, and DOS were released in 1988.

Contents

The player commands a home star in the galaxy, and then expands to form an interstellar empire by colonizing far-off worlds, building powerful starships, and researching new technologies.

Reach for the Stars was very strongly influenced by the board game Stellar Conquest . Many of RFTS's features have direct correspondence in Stellar Conquest.

Graphics are minimal, yet the tactical and strategic elements provide countless rich combinations for colony development and interstellar warfare. The software's AI also offered a challenging opponent in single-player games. It is not uncommon for a Reach for the Stars game to take over twelve hours to complete in single-player mode and 24 hours with multiple players.

Gameplay

In Versions 1 to 3 the player starts off with one planet that has Level 1 technology and a middle level environment. Three types of ships are available:

  1. Scouts – very inexpensive, incapable of fighting or carrying colonists. These can be used as a low-cost, low-risk means to learn the composition of unknown star systems or the locations and makeup of enemy fleets.
  2. Transports – incapable of fighting, but can carry colonists.
  3. Warships – incapable of carrying colonists, but can fight.
Screenshot Reachforstars.jpg
Screenshot

Starting players have limited funds, and have to decide where to invest the funds (technology upgrades, ships, or environmental upgrades). Upgrading a world's planetary environment, for example, means that its population grows more quickly, improving production; this is a mixed blessing, however, because if the population grows beyond the maximum allowed for that planet, the costs to feed the population skyrocket. Building a lot of ships early can win a player the game, if the player finds his enemies' home planets before they manage to upgrade their military technology; on the other hand, it can lead to a loss if the player's opponents upgrade first and attack with superior ships.

Each turn is divided into two sections – a development phase, and a movement phase. In the development phase, players work on planetary production, deciding what each planet will produce that turn. In the movement phase, players have the option to send ships to other star systems to explore, colonize, or conquer.

Because the game evolves along so many different axes of possibility, the game offers tremendous replay value. It is quite possible to save a game on the first turn, and have it play out differently each time it is restored.

A bug causes human players that do nothing to become wealthy while computer opponents fight each other. The designers added a feature that causes the computer opponents to attack the human at 20,000 credits. [1]

Reception

Computer Gaming World in 1983 found Reach for the Stars quite user-friendly and enjoyable, with the single flaw of a lack of notification of natural disasters, which could not fit onto the disk space available. The computer AI and customization of each game were particular highlights of the review. [5] In a 1992 survey of science fiction games the magazine gave the title five of five stars, praising it as "arguably the best science fiction game ever released ... a product still worth playing". [6] A 1994 survey of strategic space games set in the year 2000 and later gave the game four stars out of five, stating that "a worthy update would no doubt raise this game again to 5-star status". [2] Compute! in 1986 called the game "a particularly fine simulation of galactic exploration, combat, and conquest", noting that players needed to balance several different priorities to succeed. It concluded that Reach for the Stars was "one of the better games on the market this year". [7] inCider in 1986 gave the Apple II version three stars ("Above average") out of four, stating that while the game was "exciting", "[i]t's unromantic to say that much of the rest of the game is a matter of juggling numbers, but that's the truth". [4] Jerry Pournelle of BYTE wrote in 1989 that the Mac version of Reach for the Stars was "certainly the best implemented" version of Stellar Conquest . [8] The game was reviewed in 1994 in Dragon #211 by Jay & Dee in the "Eye of the Monitor" column. Jay did not rate the game, but Dee gave the game 3½ out of 5 stars. [3]

The Macworld 1988 Game Hall of Fame named Reach for the Stars runner-up to Trust & Betrayal: The Legacy of Siboot in the Best Role-Playing Game category, calling it a "well-implemented" scenario of economic empire building in outer space. [9]

Norman Banduch reviewed Reach for the Stars in Space Gamer No. 69. [10] Banduch commented that "Reach For The Stars is a most addictive game. After player 10 to 15 hours a week for several months I still find it hard to save the game and go home. It offers a wide variety of set-up conditions and victory conditions, and play is never the same. The computer is a tough foe. Even after the is mastered, there are enough options and random variables to keep it from going stale. I cannot recommend it enough". [10]

Bob Ewald reviewed Reach for the Stars in Space Gamer/Fantasy Gamer No. 77. [11] Ewald commented that "all things considered, I really enjoyed the game. I feel parts of the combat system are illogical, but the game as a whole is great". [11]

In 1996, Computer Gaming World declared Reach for the Stars the 51st-best computer game ever released. [12]

Reviews

Sequel

A sequel to Reach for the Stars re-written for the Windows platform was released on September 14, 2000 by developer Strategic Studies Group and publisher Strategic Simulations, Inc. In 2005 Matrix Games, working alongside Strategic Studies Group, updated the 2000 release; this updated version was released in 2005. [16]

Books

A series of books was written in 2018 by the game company Greentwip, called Interstellar, Anatomy and The Garlan Wars. While its publication is still ongoing, it is being said that a TV channel would produce cinematographic films out of the books. This happened after Greentwip's founder got deep into the story and proposed to give a better and linear approach to all the species that the game aims to deliver to the player, in order to become a better "pure Sci-Fi" experience. [17]

See also

Related Research Articles

<i>M.U.L.E.</i> 1983 video game

M.U.L.E. is a 1983 multiplayer video game written for the Atari 8-bit family of home computers by Ozark Softscape. Designer Danielle Bunten Berry took advantage of the four joystick ports of the Atari 400 and 800 to allow four-player simultaneous play. M.U.L.E. was one of the first five games published in 1983 by new company Electronic Arts, alongside Axis Assassin, Archon: The Light and the Dark, Worms?, and Hard Hat Mack. Primarily a turn-based strategy game, it incorporates real-time elements where players compete directly as well as aspects that simulate economics.

<i>Elite</i> (video game) 1984 video game

Elite is a space trading video game. It was written and developed by David Braben and Ian Bell and originally published by Acornsoft for the BBC Micro and Acorn Electron computers in September 1984. Elite's open-ended game model, and revolutionary 3D graphics led to it being ported to virtually every contemporary home computer system and earned it a place as a classic and a genre maker in gaming history. The game's title derives from one of the player's goals of raising their combat rating to the exalted heights of "Elite".

<i>Master of Orion</i> 1993 video game

Master of Orion is a turn-based, 4X science fiction strategy game in which the player leads one of ten races to dominate the galaxy through a combination of diplomacy and conquest while developing technology, exploring and colonizing star systems.

<i>Starflight</i> 1986 video game

Starflight is a space exploration, combat, and trading role-playing video game created by Binary Systems and published by Electronic Arts in 1986. Originally developed for IBM PC compatibles, it was later ported to the Amiga, Atari ST, Macintosh, and Commodore 64. A fully revamped version of the game was released for the Sega Genesis in 1991.

<i>Ascendancy</i> (video game) 1995 video game

Ascendancy is a 4X science fiction turn-based strategy computer game. It was originally released for MS-DOS in 1995 and was updated and re-released for iOS in 2011 by The Logic Factory. Ascendancy is a galactic struggle to become the dominant life form, hence the title. The game's introductory cinematic states: "Wildly different cultures competed for the same worlds. In the enormous upheaval that followed, one of these species would gain ascendancy."

<i>Anacreon: Reconstruction 4021</i> 1987 video game

Anacreon: Reconstruction 4021 is a video game written by George Moromisato for MS-DOS and published by Thinking Machine Associates in 1987. Anacreon is a turn-based game in which human and computer players explore the galaxy, conquering worlds and putting them to use to fuel their war machines. The game resembles Stellar Conquest and Hamurabi. It was inspired by Isaac Asimov's Foundation series of novels.

DECWAR is a multiplayer computer game first written in 1978 at the University of Texas at Austin for the PDP-10. It was developed from a lesser-known two-player version, WAR, adding multi-terminal support for between one and ten players. WAR and DECWAR are essentially multiplayer versions of the classic Star Trek game, but with added strategic elements. The game was later used, by scrubbing copyright notices and replacing them, as MegaWars on CompuServe and Stellar Warrior on GEnie. Both versions ran for years.

<i>Master of Orion II: Battle at Antares</i> 1996 video game

Master of Orion II: Battle at Antares is a 4X turn-based strategy game set in space, designed by Steve Barcia and Ken Burd, and developed by Simtex, who developed its predecessor Master of Orion and Master of Magic. The PC version was published by MicroProse in 1996, and the Macintosh version a year later by MacSoft, in partnership with MicroProse. The game has retained a large fan base, and is still played online.

<i>Spaceward Ho!</i> 1990 video game

Spaceward Ho! is a turn-based science fiction computer strategy game that was written by Peter Commons, designed by Joe Williams and published by Delta Tao Software. The first version was released in 1990, and further upgrades followed regularly; the current version, 5.0.5, was released on July 8, 2003. It has received wide recognition in the Macintosh community, for example being inducted into the Macworld Game Hall of Fame.

<i>Universe</i> (1983 video game) 1983 video game

Universe is a science fiction space trading and combat game by Omnitrend Software. It was created by William G M Leslie and Thomas R Carbone. The first version was programmed in valFORTH on an Atari 800, based on a board game created by Leslie. It was Omnitrend's first game.

<i>Stellar 7</i> 1983 video game

Stellar 7 is a first-person shooter tank simulation video game based on the arcade game Battlezone in which the player assumes the role of a futuristic tank pilot. The game was originally created by Damon Slye for the Apple II and Commodore 64 in 1983. It was followed by three sequels: Arcticfox (1986), Nova 9: The Return of Gir Draxon (1991), and Stellar 7: Draxon's Revenge (1993). It was remade in the early 1990s for the 16-bit computers.

<i>Strategic Conquest</i> Turn based strategy game based on Empire

Strategic Conquest is a turn-based strategy game based on the wargame Empire. It was written by Peter Merrill for the Apple Macintosh and released in 1984 by PBI Software, and later ported to the Apple II in 1986. Delta Tao Software took over distribution for later Classic Mac OS releases. It is sometimes shortened to Stratcon.

<i>Pax Imperia</i> 1992 video game

Pax Imperia is a 4X game for the Apple Macintosh, released in 1992. The game won praise for its complex gameplay, real-time mode and ability for up to 16 players to join a single game using AppleTalk.

Empire is the name of a computer game written for the PLATO system in 1973. It is significant for being quite probably the first networked multiplayer arena shooter-style game. It may also be the first networked multiplayer action game.

<i>Starfleet Orion</i> 1978 video game

Starfleet Orion is a 1978 science fiction strategy game written and published by Automated Simulations. It appears to be the first space-themed strategy game sold for microcomputer systems. The game was originally written in BASIC for the Commodore PET, but later ported to other early home computer platforms including the TRS-80 and Apple II. The game was something of a success, leading to a string of successes for the company, notably the major hit Temple of Apshai.

<i>Invasion Orion</i> 1979 video game

Invasion Orion is a 1979 science fiction strategy game written and published by Automated Simulations. It is one or two player sequel to the original two-player Starfleet Orion which was published in late 1978. The game was written in BASIC for the Commodore PET and TRS-80 and ported to the Atari 8-bit family and Apple II.

<i>Stellar Conquest</i> 1974 board game

Stellar Conquest is a science fiction board game published by Metagaming Concepts in 1974.

<i>Star Fleet I: The War Begins</i> 1984 video game

Star Fleet I: The War Begins is a 1984 strategy computer game designed by Trevor Sorensen and developed by Interstel. It was released for Apple II, DOS and Commodore 64. Versions for the Commodore 128, Atari ST and Atari 8-bit family were released in 1986 and versions for the Amiga and Macintosh were released in 1987. The game was successful enough to spawn sequels which are collectively known as the Star Fleet series.

MegaWars III was a massively multiplayer empire building game written by Kesmai and run continuously on CompuServe between 1984 and 1999. It was one of CompuServe's most popular games throughout its lifetime with thousands of players joining the month-long game cycles. It was only shut down after CIS was purchased by AOL and moved to the web-based "CompuServe 2000" interface that would not cleanly support it. A modified version, Stellar Emperor ran for much of the same time period on GEnie, also ending in 1999 when that service was shut down by General Electric. A new version of Stellar Emperor, sporting a new client-server GUI, was run for a short period on Kesmai's GameStorm.

<i>Cosmic Balance II</i> 1983 video game

The Cosmic Balance II is a turn-based strategy game written by Paul Murray for the Apple II and published by Strategic Simulations in 1983. It was ported to the Atari 8-bit family. The game is a sequel to The Cosmic Balance (1982) also designed by Murray.

References

  1. Wilson, Johnny L.; Brown, Ken; Lombardi, Chris; Weksler, Mike; Coleman, Terry (July 1994). "The Designer's Dilemma: The Eighth Computer Game Developers Conference". Computer Gaming World. pp. 26–31.
  2. 1 2 Brooks, M. Evan (May 1994). "Never Trust A Gazfluvian Flingschnogger!". Computer Gaming World. pp. 42–58.
  3. 1 2 Jay & Dee (November 1994). "Eye of the Monitor". Dragon (211): 39–42.
  4. 1 2 Murphy, Brian J. (September 1986). "Game Room". inCider. pp. 113–114. Retrieved 2 July 2014.
  5. Curtis, Ed (December 1983). "Reach for the Stars". Computer Gaming World . pp. 27, 49.
  6. Brooks, M. Evan (November 1992). "Strategy & Wargames: The Future (2000–....)". Computer Gaming World. p. 99. Retrieved 4 July 2014.
  7. Trunzo, James V. (February 1986). "Reach for the Stars For Commodore And Apple". Compute!. p. 36. Retrieved 8 November 2013.
  8. Pournelle, Jerry (January 1989). "To the Stars". BYTE. p. 109.
  9. Levy, Steven (December 1988). "The Game Hall of Fame". Macworld. Vol. 5, no. 12. PCW Communications, Inc. p. 122.
  10. 1 2 Banduch, Norman (May–June 1984). "Capsule Reviews". Space Gamer (69). Steve Jackson Games: 40.
  11. 1 2 Ewald, Bob (February–March 1987). "Computer Gaming". Space Gamer/Fantasy Gamer (77). Diverse Talents, Incorporated: 38–39.
  12. Staff (November 1996). "150 Best (and 50 Worst) Games of All Time". Computer Gaming World . No. 148. pp. 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.
  13. Ludotique | Article | RPGGeek
  14. "Jeux & stratégie HS 3". 1986.
  15. ZDNet: Computer Gaming World: Reviews: Star Search
  16. Browsing all Games – Matrix Games
  17. Reach For The Stars: Interstellar (Spanish Edition) – Kindle edition by LTD, Greentwip. Children Kindle eBooks @ Amazon.com