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Rebelstar 2

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Автор: Ian Terry,Julian Gollop
Год: 1988
Издатели: Silverbird Software Ltd
Производитель: Target Games Ltd,Firebird Software Ltd
Языки: 🇬🇧 Английский
Формат: 📼 TZX лента
Требования: 🖥️ ZX Spectrum 48K

Ссылки:
Страница на ZXArt
Страница на Virtual TR-DOS
Страница на World Of Spectrum
Страница на Spectrum Computing
Страница на Speccy Screenshot Maps

Скриншоты:
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15753831-rebelstar-ii-alien-encounter-zx-spectrum-choose-your-weapon.png
15753840-rebelstar-ii-alien-encounter-zx-spectrum-a-river-runs-through-it.png

15753852-rebelstar-ii-alien-encounter-zx-spectrum-i-wouldnt-call-jodie-ma.png
16029060-rebelstar-ii-alien-encounter-zx-spectrum-starting-setup.png
16029096-rebelstar-ii-alien-encounter-zx-spectrum-can-you-tell-me-just-ho.png

rebels2.gif
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Описание:
Rebelstar II— это тактическая пошаговая стратегия, разработанная Джулианом Голлопом в 1988 году. Действие игры происходит на планете Трей 6, где игрокам предстоит справиться с конфликтом между отрядом Ребелстар и инопланетной расой, угрожающей их существованию. Основная цель — уничтожить королеву пришельцев и захватить инопланетные яйца, что важно для разработки будущих стратегий против инопланетной угрозы.

В игре две стороны: Рейдеры, управляемые игроком, и Пришельцы, управляемые компьютером. Каждая сторона состоит из юнитов с определенным количеством очков действий за ход, используемых для перемещения и боя. Рейдеры начинают атаку, стремясь проникнуть на базу пришельцев и захватить яйца, в то время как Пришельцы защищают свою территорию.

Игровой процесс включает три основных режима управления: курсор, выбор и стрельба. Игроки используют клавиши направления для перемещения юнитов и выполнения действий. Игра бросает вызов управлению ресурсами, стратегическому планированию и адаптации к динамичной боевой обстановке.

Победа определяется очками, которые присуждаются за уничтожение врагов и выполнение задач. Рейдеры должны сесть на спасательный шаттл к концу 26-го хода или потерпеть поражение, если все юниты будут уничтожены. Rebelstar II остается классическим примером ранней тактической стратегии.



Rebelstar2.jpg
"REBELSTAR II"

By Julian Gollop (1988)





Instructions taken from "The Rebelstar Collection" Players' Manual (1991) by

Julian Gollop. Typed up by Ian Coates (OKTUP@MONO.CITY.AC.UK)



COPYRIGHT



Julian Gollop has kindly agreed to this game being made Public Domain. Anyone is

freely allowed to duplicate and distribute this game for use in Spectrum

emulators. It is requested that the identification of Julian Gollop as the

author of this software is not removed and the code not altered. E-mail me

(OKTUP@MONO.CITY.AC.UK) for further details.



INTRODUCTION



Rebelstar is threatened by an alien race which has established itself on the

nearby planet of Thray 6. The Rebelstar Raiders must eliminate the alien menace,

particularly the alien queen which produces eggs for new colonies.

Capturing alien eggs is vital for developing future methods of combating the

aliens' expansion. However, there is only limited time before the Raiders escape

shuttle takes off. This mission if fraught with danger in a hostile alien

environment. Be sure to succeed.





PLAYING THE GAME



There are two sides in Rebelstar II. The Raiders are attacking the alien base

and the Aliens are defending. In the one player game you control the Raiders and

the computer controls the Aliens. Each side consists of a certain number of

soldiers, collectively known as units. Each unit is allocated a number of

'action points' each turn, which are expended by performing all actions, such as

movement or firing.

The Raiders have the first turn. They must break into the alien base and capture

the eggs. The Aliens must defend their home.

There are three basic control modes in Rebelstar II; Cursor mode, Select mode

and Fire mode.



DIRECTION KEYS



Q W E

Each key corresponds to the direction

A D you want to move the unit in



Z X C



CURSOR MODE



CURSOR MOVEMENT: Use the direction keys to move the cursor around the map. The

map will scroll when you move the cursor to the edge of the map window.



S - Select a unit under the cursor for movement and other actions. The

computer will change to select mode, shown by a flashing unit.

0(zero) - End turn. Control is passed to the other player, or the computer in

the one player game.

I - Display information on a unit under the cursor

N - Go to next unit



SELECT MODE



In this mode the direction keys are used to move the selected unit. Other

controls are as follows:



F - Enter fire mode. This is only possible if the unit is carrying a

ranged combat weapon

M - Drop the object in use

P - Pick up an object

O - Change the object in use. Units can carry more than one object, but

only one object can be 'in use' at any one time

L - Load weapon. The unit must have a weapon in use and be carrying the

correct ammunition



FIRE MODE



When you select fire mode the map will change to display only things which block

the line of fire. Units will change to a round blob. The aiming cursor is moved

using the direction keys.

When you fire a weapon there are three different types of shot you can make:



1 - Fire an aimed shot. Accurate, but consumes many action points

2 - Fire a snap shot. Less accurate than an aimed shot but much quicker

U - Set opportunity fire. This is a special form of fire which is not

taken immediately, but is 'activated' during the opponents turn. The

shot will be fired if an enemy unit moves in the line of fire you

have set between your unit and the aiming cursor.



The following ammunition is required for each weapon:



Laser Gun Laser Pack-1

Laser Pistol Laser Pack-2

Photon Laser Pack-3

Pistol Pistol Clip

Auto-Rifle Rifle Clip



DAMAGE, DESTRUCTION AND WOUNDING



When a shot hits a unit it may cause damage, wounding or death. Each hit will

inflict a random number of damage points depending on the power of the weapon

being used and the distance the weapon is fired. Damaged units have their

action point allowance reduced.



USING OBJECTS



Certain objects have special uses in the game. When you want to use an object on

something you must have the object in use and then move into the unit or

terrain.



A GUIDE TO PLAYING THE GAME



Victory is determined by victory points. At the end of the game the side with

the most victory points is the winner.



Victory points are awarded to the Raiders as follows:



1 for each alien soldier eliminated

1 for each alien baby eliminated

10 for killing the alien queen

5 for each alien egg taken aboard the shuttle



Victory points are awarded to the Aliens as follows:



3 for each raider eliminated

3 for each raider that has not boarded the shuttle by the end of the

game



The Raiders' escape shuttle will land at the end of game turn 15 close to the

alien fortress. The Raiders must attempt to board the shuttle by the end of

game turn 26 when the shuttle is due to take off. The game ends if all the

Raiders are eliminated, or if 26 game turns have elapsed.
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