Rebelstar (1986) 
Details (Sinclair ZX Spectrum) | Supported platforms | Artwork and Media | |
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Publisher: Genre: Author(s): Minimum Memory Required: Maximum Players: Joysticks: Language: Media Code: Media Type: Country of Release: Related Titles: Other Files: Comments: | ![]() Strategy Mythos Games, Julian Gollop, Simon Clarke 48K 1 None Eng N/A Audio cassette UK (£1.99) Rebelstar Raiders Game map, Game Instructions Initial release 1st August 1986. This game was also released in a compilation called The Rebelstar Collection by Mythos Games Ltd. | Click to choose platform: Amstrad CPC Sinclair ZX Spectrum |
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Having written Rebelstar Raiders for the Games Workshop three years earlier, Julian Gollop decided to polish the game up with better graphic, improved sound and a large scrolling playing area. The result was Rebelstar, a sublime squad-based wargame. In one player mode, you take control of the Rebels as they attempt to break into a lunar base and destroy its reactor. Standing in your way are the evil mechanoid Operatives. The strategy begins from the word go. Which doors do you enter by? Do you delay part of the force while the others act as a diversion? Do you sacrifice individual members rather than risk the group? The game can often become a battle of survival, desperately holding your position while you wait for the reinforcements to arrive. Other times your squad is shot to pieces in minutes, with only a couple of survivors striving to reach the reactor before the pursuing droids catch them. I recommend playing the two player game and then e-mailing the saved snapshot file to a friend after each move. You'll be pleased to hear that there were sequels too: Rebelstar 2 and the superlative Laser Squad.

After recently looking at the old RED SHIFT game, Rebelstar Raiders and getting a lot of response, I was pleased to receive this release from Firebird. Called Rebelstar, it is actually written by the author of that early classic but has been much improved. For the price, this has to be the best strategy game I’ve reviewed in ten months of writing FRONTLINE.
One and Two player versions of the game are provided, each loaded as a separate game from a different side of the cassette. There is only one scenario, but this is larger than any of those in its predecessor. It involves a group of raiders trying to break into an enemy complex and disable the main computer. Player(s) controls individual characters or robots which are each allocated a certain number of action points. The members of a player’s team are ordered individually with different actions costing varying numbers of points. Each team member may carry out as many actions as required in a single move, as long as the point allowance for that character is not exceeded for that move.
Each character carries a weapon of some description and a quota of ammunition and may also carry several other items found on the route to the central computer. Only one item may be used at any time and it costs Action Points to change from one item to another.
The screen scrolls in four directions following the trail of the cursor used to order team members. To the right of the main action area, an information display lists the options available and any information about the figure currently highlighted by the cursor.
Play consists of turns during which a player moves and orders all forces under his or her control. Movement for characters is eight directional and orders consist of M (drop object), P (pick up object), O (change object in use), L (load object) and F (enter fire mode). Movement is achieved by selecting a unit and moving it under the cursor. When fire mode is entered, some map detail disappears, combatants become coloured spheres and the cursor changes into a sight. This sight is positioned in the desired target area and when confirmed, an energy beam is displayed along with a message detailing the accuracy of the pulse. There are three different kinds of shot: an aimed shot costs the most points but is most likely to succeed; a snap shot is less accurate but costs fewer points to perform; finally, a player may select opportunity fire to cover a particular area. Opportunity Fire only executes a shot when an enemy crosses the line of fire during his turn, in which case a snapshot is fired at him.
Shots may damage, wound or kill, scoring a random number of points determined by the power of the weapon. Generally, the more powerful the weapon a character possesses, the less ammunition is available. If a character is wounded in combat, a message to this effect appears next time that character is selected. Wounding reduces the constitution of a character — second wound kills. Killed characters are removed from play, but droids that have been knocked out leave wreckage which causes a blockage.
As the complex is entered and explored, various objects may become available to the players. Keys can be used to lock or unlock security doors (the key to the armoury is particularly useful). Medi-probes can be used to heal wounded characters, and Droid-probes repair droids. Using an object is achieved by bumping into the required target.
In the one player game, you may only take the part of the raiders but this apparent limitation is offset by the fact that the computer opponent is a highly competent adversary. It deploys the delending droids cleverly and uses them ruthlessly in its attempt to thwart your mission. However, as there are eight difficulty settings, you can temper this efficiency somewhat.
The game is superbly error trapped and many of the warning messages relate to specific actions to avoid ambiguity. The map is clean and well drawn but packed with detail and every item is properly labelled. Character graphics are quite good with different weapons altering the look of the troopers (all of whom are named). Even the sound effecs are reasonable. Weapon skills, stamina and morale are taken into acount on an individual level and atmosphere and variety included in each event. Each character also has an assigned percentage chance of hitting a target listed.
I would have expected a game of such quality to appear at a much higher price, and take my hat off to Firebird for introducing his much improved version of an old favourite back onto the market at a reasonable price. I can find no fault with it.
Presentation 88%
The presentation on screen is spotless. If FIREBIRD had taken more care with the instruction inlay, it could have been better
Rules 90%
Simple to pick up, but deviously devised
Playability 92%
You can almost play as soon as you load. The game runs at a fast pace from start to finish
Graphics 90%
Colourful, clear, detailed... what more can you ask?
Authenticity 91%
The Action Point system works excellently. It is however, very similar to that used by GDW in their game Snapshot. Come to think of it, there are a lot of similarities...
Opponent 91%
You will hate it once on the higher skill levels
Value for money 95%
Unbeatable
Overall 93%
No longer need you lament for RED SHIFT. This classic game is up for grabs now. I can only suggest you scamper off and get a copy
One and Two player versions of the game are provided, each loaded as a separate game from a different side of the cassette. There is only one scenario, but this is larger than any of those in its predecessor. It involves a group of raiders trying to break into an enemy complex and disable the main computer. Player(s) controls individual characters or robots which are each allocated a certain number of action points. The members of a player’s team are ordered individually with different actions costing varying numbers of points. Each team member may carry out as many actions as required in a single move, as long as the point allowance for that character is not exceeded for that move.
Each character carries a weapon of some description and a quota of ammunition and may also carry several other items found on the route to the central computer. Only one item may be used at any time and it costs Action Points to change from one item to another.
The screen scrolls in four directions following the trail of the cursor used to order team members. To the right of the main action area, an information display lists the options available and any information about the figure currently highlighted by the cursor.
Play consists of turns during which a player moves and orders all forces under his or her control. Movement for characters is eight directional and orders consist of M (drop object), P (pick up object), O (change object in use), L (load object) and F (enter fire mode). Movement is achieved by selecting a unit and moving it under the cursor. When fire mode is entered, some map detail disappears, combatants become coloured spheres and the cursor changes into a sight. This sight is positioned in the desired target area and when confirmed, an energy beam is displayed along with a message detailing the accuracy of the pulse. There are three different kinds of shot: an aimed shot costs the most points but is most likely to succeed; a snap shot is less accurate but costs fewer points to perform; finally, a player may select opportunity fire to cover a particular area. Opportunity Fire only executes a shot when an enemy crosses the line of fire during his turn, in which case a snapshot is fired at him.
Shots may damage, wound or kill, scoring a random number of points determined by the power of the weapon. Generally, the more powerful the weapon a character possesses, the less ammunition is available. If a character is wounded in combat, a message to this effect appears next time that character is selected. Wounding reduces the constitution of a character — second wound kills. Killed characters are removed from play, but droids that have been knocked out leave wreckage which causes a blockage.
As the complex is entered and explored, various objects may become available to the players. Keys can be used to lock or unlock security doors (the key to the armoury is particularly useful). Medi-probes can be used to heal wounded characters, and Droid-probes repair droids. Using an object is achieved by bumping into the required target.
In the one player game, you may only take the part of the raiders but this apparent limitation is offset by the fact that the computer opponent is a highly competent adversary. It deploys the delending droids cleverly and uses them ruthlessly in its attempt to thwart your mission. However, as there are eight difficulty settings, you can temper this efficiency somewhat.
The game is superbly error trapped and many of the warning messages relate to specific actions to avoid ambiguity. The map is clean and well drawn but packed with detail and every item is properly labelled. Character graphics are quite good with different weapons altering the look of the troopers (all of whom are named). Even the sound effecs are reasonable. Weapon skills, stamina and morale are taken into acount on an individual level and atmosphere and variety included in each event. Each character also has an assigned percentage chance of hitting a target listed.
I would have expected a game of such quality to appear at a much higher price, and take my hat off to Firebird for introducing his much improved version of an old favourite back onto the market at a reasonable price. I can find no fault with it.
Presentation 88%
The presentation on screen is spotless. If FIREBIRD had taken more care with the instruction inlay, it could have been better
Rules 90%
Simple to pick up, but deviously devised
Playability 92%
You can almost play as soon as you load. The game runs at a fast pace from start to finish
Graphics 90%
Colourful, clear, detailed... what more can you ask?
Authenticity 91%
The Action Point system works excellently. It is however, very similar to that used by GDW in their game Snapshot. Come to think of it, there are a lot of similarities...
Opponent 91%
You will hate it once on the higher skill levels
Value for money 95%
Unbeatable
Overall 93%
No longer need you lament for RED SHIFT. This classic game is up for grabs now. I can only suggest you scamper off and get a copy

If you could film a Spoccy game in Supermarionation, this is it. Straight from the stable of Sylvia and Gerry Anderson, here's a strategy game with a cosmic shoot 'em up element that looks like a combination of Captain Scarlett and Space 1999.
If you're looking for a subtle plot though, look elsewhere. Either you're a Raider or a Defender, and the prize to be won on the Rebel Star is the richest of all - control of Moonbase Delta. You can either play two up, choosing who defends or attacks, or against your Speccy, which always controls the defending team. It only has keyboard mode, but sensibly positioned six directional cursor movement still gives you plenty of manoeuvrability.
Each side has a collection of men or droids, all with a certain amount of energy designated as action points. These are all used up whenever that character loads a weapon or whatever - and be careful, these galactonauts aren't as energetic as you might think. They also have different fighting qualities (much like the superhero cards), some of which seem spurious; but then bluff can be an important tactic. By punching the info button, you can size up the morale, stamina, armour, weapon skill and action points of any men at any time.
As well as movement mode, there's also select, and most crucially, fire mode with its three operations of snap, opportunity and aimed fire. Beware, the last is the most accurate but also the most energy draining. Speed and tactics are largely up to you and depend on how quickly you familiarize yourself with your game options.
The Raiders must knock out the central ISAAC computer (and/or the three repairable laser defender computers) to be on the road to victory.
Rebel Star is really a wargame - a sort of inter-galactic Battleships, only here for the most part you can see what your opponents are up to. It won't win points for pace and sophistication but it's thorough-going enough to keep you off the streets for a while.
Rick Robson
If you're looking for a subtle plot though, look elsewhere. Either you're a Raider or a Defender, and the prize to be won on the Rebel Star is the richest of all - control of Moonbase Delta. You can either play two up, choosing who defends or attacks, or against your Speccy, which always controls the defending team. It only has keyboard mode, but sensibly positioned six directional cursor movement still gives you plenty of manoeuvrability.
Each side has a collection of men or droids, all with a certain amount of energy designated as action points. These are all used up whenever that character loads a weapon or whatever - and be careful, these galactonauts aren't as energetic as you might think. They also have different fighting qualities (much like the superhero cards), some of which seem spurious; but then bluff can be an important tactic. By punching the info button, you can size up the morale, stamina, armour, weapon skill and action points of any men at any time.
As well as movement mode, there's also select, and most crucially, fire mode with its three operations of snap, opportunity and aimed fire. Beware, the last is the most accurate but also the most energy draining. Speed and tactics are largely up to you and depend on how quickly you familiarize yourself with your game options.
The Raiders must knock out the central ISAAC computer (and/or the three repairable laser defender computers) to be on the road to victory.
Rebel Star is really a wargame - a sort of inter-galactic Battleships, only here for the most part you can see what your opponents are up to. It won't win points for pace and sophistication but it's thorough-going enough to keep you off the streets for a while.
Rick Robson

After recently looking at the old RED SHIFT game, Rebelstar Raiders and getting a lot of response, I was pleased to receive this release from Firebird. Called Rebelstar, it is actually written by the author of that early classic but has been much improved. For the price, this has to be the best strategy game I’ve reviewed in ten months of writing FRONTLINE.
One and Two player versions of the game are provided, each loaded as a separate game from a different side of the cassette. There is only one scenario, but this is larger than any of those in its predecessor. It involves a group of raiders trying to break into an enemy complex and disable the main computer. Player(s) controls individual characters or robots which are each allocated a certain number of action points. The members of a player’s team are ordered individually with different actions costing varying numbers of points. Each team member may carry out as many actions as required in a single move, as long as the point allowance for that character is not exceeded for that move.
Each character carries a weapon of some description and a quota of ammunition and may also carry several other items found on the route to the central computer. Only one item may be used at any time and it costs Action Points to change from one item to another.
The screen scrolls in four directions following the trail of the cursor used to order team members. To the right of the main action area, an information display lists the options available and any information about the figure currently highlighted by the cursor.
Play consists of turns during which a player moves and orders all forces under his or her control. Movement for characters is eight directional and orders consist of M (drop object), P (pick up object), O (change object in use), L (load object) and F (enter fire mode). Movement is achieved by selecting a unit and moving it under the cursor. When fire mode is entered, some map detail disappears, combatants become coloured spheres and the cursor changes into a sight. This sight is positioned in the desired target area and when confirmed, an energy beam is displayed along with a message detailing the accuracy of the pulse. There are three different kinds of shot: an aimed shot costs the most points but is most likely to succeed; a snap shot is less accurate but costs fewer points to perform; finally, a player may select opportunity fire to cover a particular area. Opportunity Fire only executes a shot when an enemy crosses the line of fire during his turn, in which case a snapshot is fired at him.
Shots may damage, wound or kill, scoring a random number of points determined by the power of the weapon. Generally, the more powerful the weapon a character possesses, the less ammunition is available. If a character is wounded in combat, a message to this effect appears next time that character is selected. Wounding reduces the constitution of a character — second wound kills. Killed characters are removed from play, but droids that have been knocked out leave wreckage which causes a blockage.
As the complex is entered and explored, various objects may become available to the players. Keys can be used to lock or unlock security doors (the key to the armoury is particularly useful). Medi-probes can be used to heal wounded characters, and Droid-probes repair droids. Using an object is achieved by bumping into the required target.
In the one player game, you may only take the part of the raiders but this apparent limitation is offset by the fact that the computer opponent is a highly competent adversary. It deploys the delending droids cleverly and uses them ruthlessly in its attempt to thwart your mission. However, as there are eight difficulty settings, you can temper this efficiency somewhat.
The game is superbly error trapped and many of the warning messages relate to specific actions to avoid ambiguity. The map is clean and well drawn but packed with detail and every item is properly labelled. Character graphics are quite good with different weapons altering the look of the troopers (all of whom are named). Even the sound effecs are reasonable. Weapon skills, stamina and morale are taken into acount on an individual level and atmosphere and variety included in each event. Each character also has an assigned percentage chance of hitting a target listed.
I would have expected a game of such quality to appear at a much higher price, and take my hat off to Firebird for introducing his much improved version of an old favourite back onto the market at a reasonable price. I can find no fault with it.
Presentation 88%
The presentation on screen is spotless. If FIREBIRD had taken more care with the instruction inlay, it could have been better
Rules 90%
Simple to pick up, but deviously devised
Playability 92%
You can almost play as soon as you load. The game runs at a fast pace from start to finish
Graphics 90%
Colourful, clear, detailed... what more can you ask?
Authenticity 91%
The Action Point system works excellently. It is however, very similar to that used by GDW in their game Snapshot. Come to think of it, there are a lot of similarities...
Opponent 91%
You will hate it once on the higher skill levels
Value for money 95%
Unbeatable
Overall 93%
No longer need you lament for RED SHIFT. This classic game is up for grabs now. I can only suggest you scamper off and get a copy
One and Two player versions of the game are provided, each loaded as a separate game from a different side of the cassette. There is only one scenario, but this is larger than any of those in its predecessor. It involves a group of raiders trying to break into an enemy complex and disable the main computer. Player(s) controls individual characters or robots which are each allocated a certain number of action points. The members of a player’s team are ordered individually with different actions costing varying numbers of points. Each team member may carry out as many actions as required in a single move, as long as the point allowance for that character is not exceeded for that move.
Each character carries a weapon of some description and a quota of ammunition and may also carry several other items found on the route to the central computer. Only one item may be used at any time and it costs Action Points to change from one item to another.
The screen scrolls in four directions following the trail of the cursor used to order team members. To the right of the main action area, an information display lists the options available and any information about the figure currently highlighted by the cursor.
Play consists of turns during which a player moves and orders all forces under his or her control. Movement for characters is eight directional and orders consist of M (drop object), P (pick up object), O (change object in use), L (load object) and F (enter fire mode). Movement is achieved by selecting a unit and moving it under the cursor. When fire mode is entered, some map detail disappears, combatants become coloured spheres and the cursor changes into a sight. This sight is positioned in the desired target area and when confirmed, an energy beam is displayed along with a message detailing the accuracy of the pulse. There are three different kinds of shot: an aimed shot costs the most points but is most likely to succeed; a snap shot is less accurate but costs fewer points to perform; finally, a player may select opportunity fire to cover a particular area. Opportunity Fire only executes a shot when an enemy crosses the line of fire during his turn, in which case a snapshot is fired at him.
Shots may damage, wound or kill, scoring a random number of points determined by the power of the weapon. Generally, the more powerful the weapon a character possesses, the less ammunition is available. If a character is wounded in combat, a message to this effect appears next time that character is selected. Wounding reduces the constitution of a character — second wound kills. Killed characters are removed from play, but droids that have been knocked out leave wreckage which causes a blockage.
As the complex is entered and explored, various objects may become available to the players. Keys can be used to lock or unlock security doors (the key to the armoury is particularly useful). Medi-probes can be used to heal wounded characters, and Droid-probes repair droids. Using an object is achieved by bumping into the required target.
In the one player game, you may only take the part of the raiders but this apparent limitation is offset by the fact that the computer opponent is a highly competent adversary. It deploys the delending droids cleverly and uses them ruthlessly in its attempt to thwart your mission. However, as there are eight difficulty settings, you can temper this efficiency somewhat.
The game is superbly error trapped and many of the warning messages relate to specific actions to avoid ambiguity. The map is clean and well drawn but packed with detail and every item is properly labelled. Character graphics are quite good with different weapons altering the look of the troopers (all of whom are named). Even the sound effecs are reasonable. Weapon skills, stamina and morale are taken into acount on an individual level and atmosphere and variety included in each event. Each character also has an assigned percentage chance of hitting a target listed.
I would have expected a game of such quality to appear at a much higher price, and take my hat off to Firebird for introducing his much improved version of an old favourite back onto the market at a reasonable price. I can find no fault with it.
Presentation 88%
The presentation on screen is spotless. If FIREBIRD had taken more care with the instruction inlay, it could have been better
Rules 90%
Simple to pick up, but deviously devised
Playability 92%
You can almost play as soon as you load. The game runs at a fast pace from start to finish
Graphics 90%
Colourful, clear, detailed... what more can you ask?
Authenticity 91%
The Action Point system works excellently. It is however, very similar to that used by GDW in their game Snapshot. Come to think of it, there are a lot of similarities...
Opponent 91%
You will hate it once on the higher skill levels
Value for money 95%
Unbeatable
Overall 93%
No longer need you lament for RED SHIFT. This classic game is up for grabs now. I can only suggest you scamper off and get a copy

The Rebelstar games are a series of turn-based tactics video games designed by Julian Gollop. Rebelstar Raiders was published in 1984 by Red Shift for the ZX Spectrum personal computer. It was reworked in machine code as Rebelstar, published by Firebird in 1986. A sequel, Rebelstar II, was published in 1988 by Silverbird. Rebelstar, but not its sequel, was also adapted for the Amstrad CPC home computer.
The games in the Rebelstar series achieved critical acclaim, and form the beginning of a development history that led to the Laser Squad and X-COM series.
Each title in the series is a science fiction-themed turn-based tactics game, in which each player controls an opposing squad of soldiers, using their individual action points for movement, attacking, and other activities. The playing area is top-down plan view, with units shown in profile.
Rebelstar Raiders
Rebelstar Raiders was originally released for the 48k ZX Spectrum in 1984 by Red Shift Ltd, a war games publisher who had also released Gollop's space strategy game Nebula. It was written in BASIC.
Rebelstar Raiders does not feature a computer-controlled opponent, so is strictly a two-player game. It includes three different scenarios, the maps for which are loaded in as a screen datum; thus the playing area is limited to the size of the screen. In each scenario, each player's units are deployed manually before play commences.
Combat can either be melee or ranged, which takes into account limited ammunition and line of sight. Damage is taken from a unit's 'endurance' statistic. If this is reduced below one fifth of its initial value, the unit is seriously wounded. If reduced to zero, the unit is destroyed. Units also have 'skill' and 'armour' values.
The first scenario, "Moonbase", is the beginning of a storyline that runs through the whole series. The Raiders are attempting to destroy a vast organisation based on a planet called Pi. Before any of the Raiders ships can land on Pi, the planetary defenses on the moon, Spyder, must be destroyed. One player controls a squad of 24 Raiders, who are led by "the first of the Capricorn clones", Joe Capricorn. The Raiders' squad also includes Captain Krenon, a character who features in the two later Rebelstar games. The moonbase, which is disguised as a mining station, is defended by sentry robots, mining robots and auto-guns in pre-set locations, and deployable technicians and security guards. The Raiders win if one unit can get to the control room and destroy the sensitive equipment there.
In the second scenario, "Starlingale", Joe Capricorn, Captain Krenon and a few other survivors have returned to their eponymous escape vessel. The ship is still undergoing hull repairs, and must be defended for 12 turns. The Red Shift player, controlling various robot operatives, must destroy the two Navcomps on the bridge to prevent takeoff. The Raider's units include the pre-deployed Starlingale pilots and plod-bots, 14 deployable Raiders, with eight Raiders arriving later as reinforcements. The Red Shift Operatives include zorbotrons (armed with gas bombs), fly-bots (armed with zeekers), slavers (with las-whips), a mining robot and two security guards.
The third and final scenario, "The Final Assault", has the Starlingale join the Freedream on the surface of Pi. The Raiders must destroy eight parts of the Main-Comp in an underground shelter.
Reception
CRASH noted the detailed blueprint-style maps and their flexible layout and the strategic mix of different weapon types and unit deployment. However, the sound effects were deemed irritating, and the packaging amateurish.
[edit] Rebelstar
Rebelstar on the Amstrad CPC
Rebelstar was originally published in 1986 by Telecomsoft's budget label, Firebird. Unlike its predecessor it was written in machine code, and featured a larger, scrolling playfield. The game supported single player and two player variants, and had overhauled game mechanics. Only one map was available.
Morale, stamina and encumbrance are new statistics for units, and ranged fire has the option of fast snapshots or more action-point consuming aimed shots. In addition, an "opportunity fire" system allows a player to interrupt their opponents turn with pre-targeted shots.
Objects are more interactive than in Rebelstar Raiders, with units able to drop or collect weapons, ammunition, dead bodies, and other items. Some types of terrain may provide cover and slow units down. Wreckage of droids and dead bodies also cause partial obstructions.
The objective for the Raiders in Rebelstar is to destroy ISAAC, the computer responsible for breaking the Raiders' secret codes. The game can be won either by destroying ISAAC's central core, or by eliminating all enemy forces in the base. The player can gain reinforcements by destroying three Laser Defence Computers located around the base; this allows reinforcements to arrive a few turns later.
In the single player version, the difficulty level can be set from one to eight, each level increasing the number and power of the droid forces. The game has a built-in time limit, and the Raiders automatically lose if they fail to achieve either of their objectives within the time limit.
Reception
CRASH gave Rebelstar 93%, making it a Crash Smash. The magazine was impressed with the fast pace, challenging difficulty level, and clear graphics. The character graphics and individual morale and skills were felt to contribute towards the game's atmosphere. The reviewer pointed out some similarities with Snapshot, a module for the 1977 Game Designers' Workshop role playing game Traveller.
Rebelstar was also ranked as the second greatest Spectrum game of all time by Your Sinclair, which held Rebelstar as an example of how the wargaming genre could be "an experience unrivalled for thrills by all but the most adrenalin-pumping blaster".[9] Both Your Sinclair and CRASH praised the decision to release the game at the budget price of £1.99.
Rebelstar II
Rebelstar II (also known as Rebelstar 2 or Rebelstar II: Alien Encounter) was published in 1988 on Telecomsoft's Silverbird label (their rebranded budget range). Again, it was programmed by Julian Gollop, with Ian Terry providing graphical assistance.
The scenario takes place on the planet of Thray 6, on which an alien race is threatening Rebelstar. The Raiders' objective is to kill aliens, kill the alien queen, and capture alien eggs. The Raiders have a set escape window, with their shuttle landing on turn 15 and taking off on 26. At that point, the game ends and victory points compared.
The left half of the map is an outdoor environment, with bushes, trees, rivers and marshes. The Alien's fortress lies to the right; the aliens are predominantly armed with bows and arrows (in the two-player version) or "terminator" guns (in the one-player version). The alien queen herself can fire a short-ranged but deadly acidic spit.
Reception
CRASH gave Rebelstar II an overall 90%, highlighting the excellent graphics and engrossing gameplay: "it can all get very exhilarating to see laser bolts flying back and forth, occasionally missing by pixels." Similarities with the film Aliens were pointed out, with the visual appearance of the antagonists, the storyline, and the names of some of the Raiders: "This is a game to appeal not only to strategists, but also fans of the Alien movies and in fact anyone who enjoys a really good - and very tense - game."
Rebelstar: Psionic Rebellion (unreleased)
Rebelstar: Psionic Rebellion was a cancelled "high production value AAA title due to be released at the end of 2008, early 2009 on Xbox 360 and PS3" which was being developed by Kuju Entertainment for Namco. Its look would be "mature, detailed, gritty and very stylish, similar to that of a western graphic novel".
Related games
Two other related games made by the same developer and sharing the same mechanics but in a fantasy setting are Chaos and Lords of Chaos. All three games in the series were re-released as part of The Rebelstar Collection, a compilation of Gollop's games published in 1991 by Mythos Games. This compilation also included Chaos and Nebula.
Many of the features and ideas in this series would go on to be used by Gollop in the Laser Squad and X-COM series of games. Rebelstar: Tactical Command, a Game Boy Advance game released in 2005, was developed by the team behind X-COM and released by Namco. It shares the Rebelstar name as well as many gameplay similarities, but is neither a remake of nor a sequel to the original.
The games in the Rebelstar series achieved critical acclaim, and form the beginning of a development history that led to the Laser Squad and X-COM series.
Each title in the series is a science fiction-themed turn-based tactics game, in which each player controls an opposing squad of soldiers, using their individual action points for movement, attacking, and other activities. The playing area is top-down plan view, with units shown in profile.
Rebelstar Raiders
Rebelstar Raiders was originally released for the 48k ZX Spectrum in 1984 by Red Shift Ltd, a war games publisher who had also released Gollop's space strategy game Nebula. It was written in BASIC.
Rebelstar Raiders does not feature a computer-controlled opponent, so is strictly a two-player game. It includes three different scenarios, the maps for which are loaded in as a screen datum; thus the playing area is limited to the size of the screen. In each scenario, each player's units are deployed manually before play commences.
Combat can either be melee or ranged, which takes into account limited ammunition and line of sight. Damage is taken from a unit's 'endurance' statistic. If this is reduced below one fifth of its initial value, the unit is seriously wounded. If reduced to zero, the unit is destroyed. Units also have 'skill' and 'armour' values.
The first scenario, "Moonbase", is the beginning of a storyline that runs through the whole series. The Raiders are attempting to destroy a vast organisation based on a planet called Pi. Before any of the Raiders ships can land on Pi, the planetary defenses on the moon, Spyder, must be destroyed. One player controls a squad of 24 Raiders, who are led by "the first of the Capricorn clones", Joe Capricorn. The Raiders' squad also includes Captain Krenon, a character who features in the two later Rebelstar games. The moonbase, which is disguised as a mining station, is defended by sentry robots, mining robots and auto-guns in pre-set locations, and deployable technicians and security guards. The Raiders win if one unit can get to the control room and destroy the sensitive equipment there.
In the second scenario, "Starlingale", Joe Capricorn, Captain Krenon and a few other survivors have returned to their eponymous escape vessel. The ship is still undergoing hull repairs, and must be defended for 12 turns. The Red Shift player, controlling various robot operatives, must destroy the two Navcomps on the bridge to prevent takeoff. The Raider's units include the pre-deployed Starlingale pilots and plod-bots, 14 deployable Raiders, with eight Raiders arriving later as reinforcements. The Red Shift Operatives include zorbotrons (armed with gas bombs), fly-bots (armed with zeekers), slavers (with las-whips), a mining robot and two security guards.
The third and final scenario, "The Final Assault", has the Starlingale join the Freedream on the surface of Pi. The Raiders must destroy eight parts of the Main-Comp in an underground shelter.
Reception
CRASH noted the detailed blueprint-style maps and their flexible layout and the strategic mix of different weapon types and unit deployment. However, the sound effects were deemed irritating, and the packaging amateurish.
[edit] Rebelstar
Rebelstar on the Amstrad CPC
Rebelstar was originally published in 1986 by Telecomsoft's budget label, Firebird. Unlike its predecessor it was written in machine code, and featured a larger, scrolling playfield. The game supported single player and two player variants, and had overhauled game mechanics. Only one map was available.
Morale, stamina and encumbrance are new statistics for units, and ranged fire has the option of fast snapshots or more action-point consuming aimed shots. In addition, an "opportunity fire" system allows a player to interrupt their opponents turn with pre-targeted shots.
Objects are more interactive than in Rebelstar Raiders, with units able to drop or collect weapons, ammunition, dead bodies, and other items. Some types of terrain may provide cover and slow units down. Wreckage of droids and dead bodies also cause partial obstructions.
The objective for the Raiders in Rebelstar is to destroy ISAAC, the computer responsible for breaking the Raiders' secret codes. The game can be won either by destroying ISAAC's central core, or by eliminating all enemy forces in the base. The player can gain reinforcements by destroying three Laser Defence Computers located around the base; this allows reinforcements to arrive a few turns later.
In the single player version, the difficulty level can be set from one to eight, each level increasing the number and power of the droid forces. The game has a built-in time limit, and the Raiders automatically lose if they fail to achieve either of their objectives within the time limit.
Reception
CRASH gave Rebelstar 93%, making it a Crash Smash. The magazine was impressed with the fast pace, challenging difficulty level, and clear graphics. The character graphics and individual morale and skills were felt to contribute towards the game's atmosphere. The reviewer pointed out some similarities with Snapshot, a module for the 1977 Game Designers' Workshop role playing game Traveller.
Rebelstar was also ranked as the second greatest Spectrum game of all time by Your Sinclair, which held Rebelstar as an example of how the wargaming genre could be "an experience unrivalled for thrills by all but the most adrenalin-pumping blaster".[9] Both Your Sinclair and CRASH praised the decision to release the game at the budget price of £1.99.
Rebelstar II
Rebelstar II (also known as Rebelstar 2 or Rebelstar II: Alien Encounter) was published in 1988 on Telecomsoft's Silverbird label (their rebranded budget range). Again, it was programmed by Julian Gollop, with Ian Terry providing graphical assistance.
The scenario takes place on the planet of Thray 6, on which an alien race is threatening Rebelstar. The Raiders' objective is to kill aliens, kill the alien queen, and capture alien eggs. The Raiders have a set escape window, with their shuttle landing on turn 15 and taking off on 26. At that point, the game ends and victory points compared.
The left half of the map is an outdoor environment, with bushes, trees, rivers and marshes. The Alien's fortress lies to the right; the aliens are predominantly armed with bows and arrows (in the two-player version) or "terminator" guns (in the one-player version). The alien queen herself can fire a short-ranged but deadly acidic spit.
Reception
CRASH gave Rebelstar II an overall 90%, highlighting the excellent graphics and engrossing gameplay: "it can all get very exhilarating to see laser bolts flying back and forth, occasionally missing by pixels." Similarities with the film Aliens were pointed out, with the visual appearance of the antagonists, the storyline, and the names of some of the Raiders: "This is a game to appeal not only to strategists, but also fans of the Alien movies and in fact anyone who enjoys a really good - and very tense - game."
Rebelstar: Psionic Rebellion (unreleased)
Rebelstar: Psionic Rebellion was a cancelled "high production value AAA title due to be released at the end of 2008, early 2009 on Xbox 360 and PS3" which was being developed by Kuju Entertainment for Namco. Its look would be "mature, detailed, gritty and very stylish, similar to that of a western graphic novel".
Related games
Two other related games made by the same developer and sharing the same mechanics but in a fantasy setting are Chaos and Lords of Chaos. All three games in the series were re-released as part of The Rebelstar Collection, a compilation of Gollop's games published in 1991 by Mythos Games. This compilation also included Chaos and Nebula.
Many of the features and ideas in this series would go on to be used by Gollop in the Laser Squad and X-COM series of games. Rebelstar: Tactical Command, a Game Boy Advance game released in 2005, was developed by the team behind X-COM and released by Namco. It shares the Rebelstar name as well as many gameplay similarities, but is neither a remake of nor a sequel to the original.

Firebird, £1.99
Inside the moonbase, two androids on the lower part of the screen move to attack the raiders. The hollow square on the left of the viewscreen is the cursor - it's the start of a turn, and no selections have been made
After recently looking at the old RED SHIFT game, Rebelstar Raiders and getting a lot of response, I was pleased to receive this release from Firebird. Called Rebelstar, it is actually written by the author of that early classic but has been much improved. For the price, this has to be the best strategy game I've reviewed in ten months of writing FRONTLINE.
One and Two player versions of the game are provided, each loaded as a separate game from a different side of the cassette. There is only one scenario, but this is larger than any of those in its predecessor. It involves a group of raiders trying to break into an enemy complex and disable the main computer. Player(s) controls individual characters or robots which are each allocated a certain number of action points. The members of a player's team are ordered individually with different actions costing varying numbers of points. Each team member may carry out as many actions as required in a single move, as long as the point allowance for that character is not exceeded for that move.
Each character carries a weapon of some description and a quota of ammunition and may also carry several other items found on the route to the central computer. Only one item may be used at any time and it costs Action Points to change from one item to another.
The screen scrolls in four directions following the trail of the cursor used to order team members. To the right of the main action area, an information display lists the options available and any information about the figure currently highlighted by the cursor.
Play consists of turns during which a player moves and orders all forces under his or her control. Movement for characters is eight directional and orders consist of M (drop object), P (pick up object), O (change object in use), L (load object) and F (enter fire mode). Movement is achieved by selecting a unit and moving it under the cursor. When fire mode is entered, some map detail disappears, combatants become coloured spheres and the cursor changes into a sight. This sight is positioned in the desired target area and when confirmed, an energy beam is displayed along with a message detailing the accuracy of the pulse. There are three different kinds of shot: an aimed shot costs the most points but is most likely to succeed; a snap shot is less accurate but costs fewer points to perform; finally, a player may select opportunity fire to cover a particular area. Opportunity Fire only executes a shot when an enemy crosses the line of fire during his turn, in which case a snapshot is fired at him.
Shots may damage, wound or kill, scoring a random number of points determined by the power of the weapon. Generally, the more powerful the weapon a character possesses, the less ammunition is available. If a character is wounded in combat, a message to this effect appears next time that character is selected. Wounding reduces the constitution of a character - second wound kills. Killed characters are removed from play, but droids that have been knocked out leave wreckage which causes a blockage.
As the complex is entered and explored, various objects may become available to the players. Keys can be used to lock or unlock security doors (the key to the armoury is particularly useful). Medi-probes can be used to heal wounded characters, and Droid-probes repair droids. Using an object is achieved by bumping into the required target.
In the one player game, you may only take the part of the raiders but this apparent limitation is offset by the fact that the computer opponent is a highly competent adversary. It deploys the delending droids cleverly and uses them ruthlessly in its attempt to thwart your mission. However, as there are eight difficulty settings, you can temper this efficiency somewhat.
The game is superbly error trapped and many of the warning messages relate to specific actions to avoid ambiguity. The map is clean and well drawn but packed with detail and every item is properly labelled. Character graphics are quite good with different weapons altering the look of the troopers (all of whom are named). Even the sound effecs are reasonable. Weapon skills, stamina and morale are taken into acount on an individual level and atmosphere and variety included in each event. Each character also has an assigned perecentage chance of hitting a target listed.
I would have expected a game of such quality to appear at a much higher price, and take my hat off to Firebird for introducing his much improved version of an old favourite back onto the market at a reasonable price. I can find no fault with it.
Presentation 88%
The presentation on screen is spotless. If FIREBIRD had taken more care with the instruction inlay, it could have been better
Rules 90%
Simple to pick up, but deviously devised
Playability 92%
You can almost play as soon as you load. The game runs at a fast pace from start to finish
Graphics 90%
Colourful, clear, detailed... what more can you ask?
Authenticity 91%
The Action Point system works excellently. It is however, very similar to that used by GDW in their game Snapshot. Come to think of it, there are a lot of similarities...
Opponent 91%
You will hate it once on the higher skill levels
Value for money 95%
Unbeatable
Overall 93%
No longer need you lament for RED SHIFT. This classic game is up for grabs now. I can only suggest you scamper off and get a copy
Inside the moonbase, two androids on the lower part of the screen move to attack the raiders. The hollow square on the left of the viewscreen is the cursor - it's the start of a turn, and no selections have been made
After recently looking at the old RED SHIFT game, Rebelstar Raiders and getting a lot of response, I was pleased to receive this release from Firebird. Called Rebelstar, it is actually written by the author of that early classic but has been much improved. For the price, this has to be the best strategy game I've reviewed in ten months of writing FRONTLINE.
One and Two player versions of the game are provided, each loaded as a separate game from a different side of the cassette. There is only one scenario, but this is larger than any of those in its predecessor. It involves a group of raiders trying to break into an enemy complex and disable the main computer. Player(s) controls individual characters or robots which are each allocated a certain number of action points. The members of a player's team are ordered individually with different actions costing varying numbers of points. Each team member may carry out as many actions as required in a single move, as long as the point allowance for that character is not exceeded for that move.
Each character carries a weapon of some description and a quota of ammunition and may also carry several other items found on the route to the central computer. Only one item may be used at any time and it costs Action Points to change from one item to another.
The screen scrolls in four directions following the trail of the cursor used to order team members. To the right of the main action area, an information display lists the options available and any information about the figure currently highlighted by the cursor.
Play consists of turns during which a player moves and orders all forces under his or her control. Movement for characters is eight directional and orders consist of M (drop object), P (pick up object), O (change object in use), L (load object) and F (enter fire mode). Movement is achieved by selecting a unit and moving it under the cursor. When fire mode is entered, some map detail disappears, combatants become coloured spheres and the cursor changes into a sight. This sight is positioned in the desired target area and when confirmed, an energy beam is displayed along with a message detailing the accuracy of the pulse. There are three different kinds of shot: an aimed shot costs the most points but is most likely to succeed; a snap shot is less accurate but costs fewer points to perform; finally, a player may select opportunity fire to cover a particular area. Opportunity Fire only executes a shot when an enemy crosses the line of fire during his turn, in which case a snapshot is fired at him.
Shots may damage, wound or kill, scoring a random number of points determined by the power of the weapon. Generally, the more powerful the weapon a character possesses, the less ammunition is available. If a character is wounded in combat, a message to this effect appears next time that character is selected. Wounding reduces the constitution of a character - second wound kills. Killed characters are removed from play, but droids that have been knocked out leave wreckage which causes a blockage.
As the complex is entered and explored, various objects may become available to the players. Keys can be used to lock or unlock security doors (the key to the armoury is particularly useful). Medi-probes can be used to heal wounded characters, and Droid-probes repair droids. Using an object is achieved by bumping into the required target.
In the one player game, you may only take the part of the raiders but this apparent limitation is offset by the fact that the computer opponent is a highly competent adversary. It deploys the delending droids cleverly and uses them ruthlessly in its attempt to thwart your mission. However, as there are eight difficulty settings, you can temper this efficiency somewhat.
The game is superbly error trapped and many of the warning messages relate to specific actions to avoid ambiguity. The map is clean and well drawn but packed with detail and every item is properly labelled. Character graphics are quite good with different weapons altering the look of the troopers (all of whom are named). Even the sound effecs are reasonable. Weapon skills, stamina and morale are taken into acount on an individual level and atmosphere and variety included in each event. Each character also has an assigned perecentage chance of hitting a target listed.
I would have expected a game of such quality to appear at a much higher price, and take my hat off to Firebird for introducing his much improved version of an old favourite back onto the market at a reasonable price. I can find no fault with it.
Presentation 88%
The presentation on screen is spotless. If FIREBIRD had taken more care with the instruction inlay, it could have been better
Rules 90%
Simple to pick up, but deviously devised
Playability 92%
You can almost play as soon as you load. The game runs at a fast pace from start to finish
Graphics 90%
Colourful, clear, detailed... what more can you ask?
Authenticity 91%
The Action Point system works excellently. It is however, very similar to that used by GDW in their game Snapshot. Come to think of it, there are a lot of similarities...
Opponent 91%
You will hate it once on the higher skill levels
Value for money 95%
Unbeatable
Overall 93%
No longer need you lament for RED SHIFT. This classic game is up for grabs now. I can only suggest you scamper off and get a copy
Cheats | Trivia |
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History
This title was first added on 31st August 2007
This title was most recently updated on 14th March 2013