Reach for the Stars (computer game)
From Wikipedia, the free encyclopedia
Reach for the Stars | |
---|---|
Developer(s) | SSG |
Publisher(s) | SSG |
Platform(s) | MS-DOS, Windows, Apple II, Mac OS, Commodore 64, Amiga |
Release date | 1983 |
Genre(s) | Turn-based strategy |
Mode(s) | Single player, Multiplayer |
Media | 5¼" disk, 3½" disk |
Input methods | Joystick, Keyboard |
Reach for the Stars is one of the earliest of the 4X games (Explore, Expand, Exploit, Exterminate), written by SSG of Australia in early 1980s for the Apple II and Commodore 64 platforms which used the MOS Technology 6502 series microprocessors. Version 3 added a DOS port as well, though the DOS port did not share all of the features that the other platforms had. The game was eventually ported to pre-Mac OS X versions of the Macintosh operating system, such as System 6. It was also ported to the Amiga, though which version was ported is not known.
The game has a science fiction theme, in which players command a home star in the galaxy, and then expand to form an interstellar empire by colonizing far off worlds, building powerful starship, and researching new technologies.
Graphics were minimal, yet the tactical and strategic elements provided 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.
The game was re-written for the Windows platform in 2000. However, the new version was a commercial failure, as the new graphical interface detracted from the down-to-earth gameplay that made Reach for the Stars a gaming classic.
Contents |
[edit] Basic Game Play
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 ware available:
- Scouts - very inexpensive, incapable of fighting or carrying colonists. Used for scouting
- Transports - incapable of fighting, but can carry colonists
- Warships - incapable of carrying colonists, but can fight
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 would grow, improving production; this was a mixed blessing, however, as if the population grew higher than the maximum allowed for that planet the costs to feed said population skyrocketed. Building a lot of ships early could win a player the game, if the player found enemies' home planets before they managed to upgrade their military technology; conversely, or it could lose the game if opponents upgraded first and attacked with superior ships.
Because players could upgrade several things at once, the apparently limited number of choices in effect was infinite. It was quite possible to save a game on the first turn, and have it play out differently each time it was restored.
Each turn was divided into two sections - a development phase, and a movement phase. In the development phase players worked on planetary production, deciding what each planet would produce that turn. In the movement phase players had the option to send ships to other star systems, to explore, colonize, or conquer.
[edit] Hacking
The basic save game file was fairly simple, and could easily be modified using a hex editor. Experimentation showed that the game could be won on turn 2 by the simple expedient of playing turn 1, saving, editing the save game file so that 255 Level 4 warships arrived at each star on turn 2 (the number of ships in transit in one fleet was limited to 255 or "FF" in hexadecimal), and then reloading the game.
[edit] Sequel
A sequel to Reach for the Stars 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.[1]
[edit] Reception to the 2000 Version
A review in Computer Gaming World found the game quite user-friendly and enjoyable, with the single flaw of a lack of notification of natural disasters, which couldn't fit onto the disk space available. The computer AI and customization of each game were particular highlights of the review.[1]
As the turns progress to above 50 or more the computer AI becomes extremely powerful to the point where the enemy ships increase in size and their technology is enhanced quicker than the player. Due to the computer's intelligence, it is actually considered that the game becomes impossible to complete due to overwhelming enemy numbers and the player has little RP and SP points left.[citation needed]
[edit] References
- ^ Curtis, Ed (December 1983), “Reach for the Stars”, Computer Gaming World: 27, 49