Some typically science-fictional inventory items from mobygames.com
The player isn't prompted with these kinds of queries often, but you are the captain of the ship. from mobygames.com
Planetside at last! (How kind for the parser to overlook my typo...) from mobygames.com
A brutal and senseless death. from mobygames.com
Mental note -- avoid attracting suspicion. from mobygames.com
Unsual prowess in physical combat from mobygames.com
An adventure game with a sequence set in the sewers? I'll believe that when I see it! from mobygames.com
A clue in the city streets from mobygames.com
The clock is always ticking... (the SS button reveal's the ship's status.) from mobygames.com
I think Gideon has finally lost his marbles. from mobygames.com
Much like real public transit, patience is required from mobygames.com
Exploring some rural terrain from mobygames.com
I'd like to see this illustrator depict a snowstorm next! from mobygames.com
Meeting the leader of the resistance! from mobygames.com
Title screen from mobygames.com
Start screen from mobygames.com
Starting location from mobygames.com
The player isn't prompted with these kinds of queries often, but you are the captain of the ship. from mobygames.com
Rebel Planet
You play the part of an agent of SAROS, the Terran resistance movement against their imperial alien overlords, the Arcadians. Disguised as a merchant, you will fly your ship, the Caydia, to three different colony planets -- Tropos, Halmuris, and Arcadion -- to rendezvous with underground freedom fighters and gather the intelligence you require to destroy the central computer of the Arcadian hivemind, liberating humanity!
An adaptation of Robin Waterfield's Fighting Fantasy gamebook #18, published the previous year, this computer game version rejects the Choose-Your-Own-Adventure gameplay design of the book in favour of a more open-ended text adventure model, albeit one with a restrictive text parser. Most elements of the trademark Fighting Fantasy RPG system, including the randomness of even simulated die-rolls, have been streamlined out, leaving only metrics for damage taken and hunger (hitherto untracked in the books.) Carrying limits, while atypical in FF gamebooks, are enforced here as in the original book.
A further new dynamic includes the strict timetable of the space traffic control towers -- you need to have wrapped up your business planetside before your launch window comes up, otherwise you're out of luck. In keeping with the game's sci-fi setting (in both rural and urban flavours), you will find extensive use of objects such as your limcom, nutritious hcaps (tasty like dead Zorkons, num num!), and the indispensable lite-kube. Combat has been largely phased out in favour of an extension of the gamebook's espionage theme of ciphers and passwords, magic words with the power of plot advancement.