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User Reviews

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Our Users Say

Platform Votes Score
Amiga Awaiting 5 votes...
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Apple IIgs Awaiting 5 votes...
Commodore 64 Awaiting 5 votes...
DOS Awaiting 5 votes...
Macintosh Awaiting 5 votes...
PC-98 Awaiting 5 votes...


Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
100
MacintoshComputer Gaming World (CGW) (Nov, 1992)
Arguably the best science fiction game ever released. Galactic conquest through detailed exploration, economic and production modules coupled with planetary invasions and space battles make for a product still worth playing.
100
Apple IIgsComputer Gaming World (CGW) (Nov, 1992)
Arguably the best science fiction game ever released. Galactic conquest through detailed exploration, economic and production modules coupled with planetary invasions and space battles make for a product still worth playing.
100
Apple IIComputer Gaming World (CGW) (Nov, 1992)
Arguably the best science fiction game ever released. Galactic conquest through detailed exploration, economic and production modules coupled with planetary invasions and space battles make for a product still worth playing.
100
Commodore 64Computer Gaming World (CGW) (Nov, 1992)
Arguably the best science fiction game ever released. Galactic conquest through detailed exploration, economic and production modules coupled with planetary invasions and space battles make for a product still worth playing.
100
Arguably the best science fiction game ever released. Galactic conquest through detailed exploration, economic and production modules coupled with planetary invasions and space battles make for a product still worth playing.
94
These extra options and the advanced scenario included make for one terrific game. It's not easy to get straight into but once you get to know your way around you'll be well and truly hooked.
65
AmigaCompute's Amiga Resource (Aug, 1989)
Reach for the Stars is a timeless classic that every war gamer must have. It's a game that I never tire of. Roger Keating and Ian Trout have written many war games, but this remains their favourite. It's easy to see why.
62
DOSThe Games Machine (UK) (Aug, 1988)
Without any kind of scenario to provide reasons for the warfare and no exciting graphics when a planet is invaded, the game's appeal is strictly limited to enthusiasts.
53
Commodore 64ASM (Aktueller Software Markt) (Jul, 1987)
Das Spiel besteht zum größten Teil aus Tabellen und ähnlichen Displays. Taucht dann wirklich einmal etwas Grafik auf, dann fühlt man sich eher an die australische Wüste erinnert als an den weiten Weltraum. Die einzelnen Grafikzeichen sind alle sehr quadratisch und unansehnlich, so daß man sie auch gleich hätte weglassen können. Trotzdem ist REACH FOR THE STARS ein unterhaltsames Programm, das bestimmt so schnell nicht langweilig wird. Spannend wird das Game besonders dann, wenn man es mit mehreren Personen spielt. Die schlechte Grafik läßt sich dabei vielleicht auch durch die eigene Fantasie ersetzen, denn allein von den Startegie-Elementen her ist das Programm recht empfehlenswert.
53
Apple IIASM (Aktueller Software Markt) (Jul, 1987)
Das Spiel besteht zum größten Teil aus Tabellen und ähnlichen Displays. Taucht dann wirklich einmal etwas Grafik auf, dann fühlt man sich eher an die australische Wüste erinnert als an den weiten Weltraum. Die einzelnen Grafikzeichen sind alle sehr quadratisch und unansehnlich, so daß man sie auch gleich hätte weglassen können. Trotzdem ist REACH FOR THE STARS ein unterhaltsames Programm, das bestimmt so schnell nicht langweilig wird. Spannend wird das Game besonders dann, wenn man es mit mehreren Personen spielt. Die schlechte Grafik läßt sich dabei vielleicht auch durch die eigene Fantasie ersetzen, denn allein von den Startegie-Elementen her ist das Programm recht empfehlenswert.
 
Apple IIComputer Gaming World (CGW) (Dec, 1983)
In final analysis, RFTS offers features to be found in no other space game. Its great artificial intelligence and careful design could only be expected after Roger Keating's many successful designs for SSI (When Super Powers Collide series) and Ian Trout's long hours of work in development. My only hope is that RFTS is soon followed by more games of the same quality.
 
Commodore 64Computer Gaming World (CGW) (Dec, 1983)
In final analysis, RFTS offers features to be found in no other space game. Its great artificial intelligence and careful design could only be expected after Roger Keating's many successful designs for SSI (When Super Powers Collide series) and Ian Trout's long hours of work in development. My only hope is that RFTS is soon followed by more games of the same quality.