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Star Trek 25th Anniversary logo  AGA  A1200 Speziell

Mit fast zweijähriger Verspätung schwenkte Interplays Jubiläumsspiel zur Kult-Serie vom DOSen-Spiralnebel ins Amiga-Universum ein – wobei die Landung am 1200er leider etwas unsanft ausgefallen ist!

G Star Trek 25th Anniversary Trotz der langen Konvertierungsphase schreibt man an Bord der Enterprise immer noch das Jahr 2200: In sieben Kurzabenteuern begleiten wir Captain Kirk und den Rest der alten Originalbesetzung auf ihrem Weg durch Galaxien, die zuvor noch kein menschliches Auge erblickte...

Der Dienstplan ist gefüllt mit einer Mischung aus Weltraumballereien à la „Wing Commander“ und Adventureszenen die stilistisch irgendwo zwischen Sierra und Lucas Arts angesiedelt sind. Die einzelnen Abschnitte entsprechen dabei in Sachen Umfang und Inhalt ungefähr einer TV-Folge: Da wollen die Siedler auf Pollux V von seltsamen „Dämonen“ befreit werden, da legen geheimnisvolle Viren eine ganze Raumstation lahm, und da trifft man alte Fernseh-Bekannte wie das Schlitzohr Harry Mudd wieder. Zwischen Kirks Phaser- und Spocks Tricorder-Künsten. Pilles Untersuchungen und Scotty’s Beamungen findet man sich immer wieder auf der Brücke der Enterprise wieder, die von üblen Klingonen oder schießwütigen Romulanern angegriffen wird. Dann aktiviert man den großen Monitor, befehlt Mr. Sulu, die Schutzschilde hochzufahren und gibt den Feinden via Maus und Laser Saures.

Star Trek 25th Anniversary Das Schwerpunkt liegt freilich ganz klar bei den Kurzadventures, die zumeist mehrere Lösungswege kennen, wobei sich der graduelle Erfolg in einer für die Mannschaft motivationssteigernden Bewertung des Oberkommandos der Föderation niederschlagt. Das alles sorgte einst am PC für so viel Atmosphäre, daß die DOSe zwischenzeitlich mit dem Nachfolger „Judgment Rites“ versorgt wurde – am Amiga sorgen leider gravierende Umsetzungsmängel für Frust. Zwar findet man auch hier eine durchdachte Maus/Iconsteuerung, spitzzüngige Wortgefechte zwischen Dr McCoy und Spock, die vertraute Titelmelodie, originalgetreue Geräusche und eine farbenfrohe Bildenpracht, die der ursprünglichen VGA-Grafik nicht nachsteht, doch eben leider auch einen schrecklichen Motivationskiller: Obwohl das rund neun Megabyte verschlingende Game nur von der Festplatte seinen Dienst verrichtet, tut es das bloß im Schneckentempo!

In der Praxis ürfen damit viele Szenen zur Geduldsprobe aus, und so manche Kampfsequenz wird beinahe unspielbar, denn besonders stark betroffen ist leider die Maussteuerung. Der Cursor bewegt sich ungemein zäh über den Screen und läßt die Handhabung zu einem schwammigen Such- und Puzzlespiel werden. Dabei ist es wirklich schade um die tollen Geschichten und die originellen Rätsel, aber dieses Manko kann einem der Spaß an der Erforschung der unendlichen Welten des Alls schon gründlich verleiden. Wahre Amiga-Trekkies werden auf das Game zwar trotzdem nicht verzichten wollen, zumal sich an der stimmungsvollen Atmosphäre grundsätzlich ja nichts geändert hat – aber sagt nachher nicht, daß wir Euch nicht gewarnt hätten! (mic)

Amiga Joker, February 1994, p.30

STAR TREK 25TH ANNIVERSARY
(INTERPLAY)
EPISODEN - ADVENTURE

60%

"LAAANGSAM"
Amiga Joker
GRAFIK
ANIMATION
MUSIK
SOUND-FX
HANDHABUNG
DAUERSPAß
79%
72%
76%
74%
39%
55%
FÜR FORTGESCHRITTENE
PREIS DM 99,-
SPEICHERBEDARF
DISKS/ZWEITFLOPPY
HD-INSTALLATION
SPEICHERBAR
DEUTSCH
2 MB
8/NEIN
ERFORDERL.
SPIELSTÄNDE
NEIN


Star Trek 25th Anniversary logo  AGA  CU Amiga Screen Star

Going boldly where no cliché has gone before, Tony Dillon warps onto the bridge of the starship Enterprise for their latest intergalactic adventure.

Star Trek 25th Anniversary It looks like the Enterprise took a couple of wrong turnings before it hit the Amiga. It's been almost two years since the TV series celebrated its 25th anniversary, so this PC conversion is a little late in hitting our screens. Even worse, it's an A1200 only game that needs to be installed on a hard drive before you can start to boldly go where no man has gone before. That rather cuts down the potential sales of the product, but what's been sacrificed financially has been worthwhile, as the Amiga conversion is a faithful recreation of the PC original.

Star Trek is a sprawling masterpiece of game design, a product that follows the original TV show so closely that anyone who has ever watched an episode will feel immediately at home with this computer version. The camp atmosphere of the show, plus the cheap 'n' cheerful humour that's prevalent throughout, has been successfully incorporated into the game, which should appeal to both Trekkies and adventure game players alike.

ITS FIVE YEAR MISSION
If you haven't guessed, Star Trek the game is a graphic adventure in the Monkey Island / Curse of Enchantia mould, with a bit of space combat thrown in for good measure. You control the crew of the USS Enterprise through seven daring missions, where they must use what little resources the designers have given them to solve some of the toughest puzzles I've seen (even if some of them are slightly illogical, captain!). None of the usual 'Get the green gem and give it to the pixie' puzzles here. This is a game, with phasers, Klingons and more deadly alien monsters than you could shake an Elasi pirate's stick at.

Each mission takes the form of a separate episode, mirroring the structure of the original TV show. In fact, the game is so authentic that each adventure opens with the title music and credits, a fly past by the Enterprise and James Tiberius Kirk dictating his Captain's Log. Each instalment is also given an authentic sounding title too, such as 'Demon World' or 'Love's Labor Jeopardised'. Like all classic Star Trek titles, it gives you a little clue as to what the episode is about, without actually giving too much away.

TO SEEK OUT NEW WORLDS
Each episode follow the same basic formula. You begin in space, talking about a previous encounter of participating in a deadly battle against Klingons, Romulans or Elasi pirates, when a message comes through from Starfleet informing you of an intergalactic incident and ordering you to travel to a particular location to find out what the hell is going on. A quick word with Mr. Chekov and you're there., from which point you have to beam down to the planet and figure out what's going on. After completing a sequence of puzzles, set over a number of screens, you are informed that you have finished the mission, and it's time to beam back up to the Enterprise for a bit of a chat and a last dose of deadpan humour.

Star Trek 25th Anniversary Let's take a look at the first mission, 'Demon World', to see how it all fits together. It begins with some 3D combat in which the Enterprise is put through its paces. The action is viewed through the Enterprise's viewscreen, roughly a third of the play area. Despite the small area it's till highly effective, with meteorites and stars whizzing about, which helps give a real sense of speed as the Enterprise kicks in its warp engines. Once you've engaged an enemy and powered up your weapons system, the mouse buttons fire your photon torpedoes or phasers. Although photon torpedoes are more effective, they take a longer time to recharge than your phasers, so use them sparingly. To get in a good shot, it's best to match the speed of your adversary and fire slightly ahead of their predicted flight path. It's a tricky manoeuvre to pull off, but once you've mastered it you'll be able to blast the Klingon scum (or whoever) into so much space dust.

Luckily, the first mission only involves some mock combat, and when this is over Kirk receives a message from Starfleet informing him of trouble on Pollux V, where local inhabitants have sighted what looks like Demons from the Old Testament. Arriving at Pollux, the crew receive instructions to beam down from the small group of scientist monks who live there, so Kirk, Spock, McCoy and some poor sap in a red uniform set off to discover more. They arrive at a small collection of huts near a mountain where, the monks claim, the demons live. A man who is dying of a rare infection claims there's even a gate to hell located in the mountain. McCoy knows what's needed to cure the infection, but doesn't have the correct medicine. One of the monks explains that he can synthesise the drug using berries located near the entrance to a cave, but refuses to go there because of the Demons. Kirk agrees to go, but finds his way barred by Klingons. Dispatching them with a bit of phaser play, he finds that they aren't real at all, but merely cleverly constructed robots. He takes a hand which has fallen in a fight, along with the berries and returns to camp. The drug is created and administered, and Spock sets to work fixing the hand. The team return to the mountain to work out what's going on and… well, to cut a long story short, there's an ancient race locked beneath the mountain. Kirk frees them and everyone lives happily ever after. Until next time…

YES, WE GET THE MESSAGE
So what sets this apart from other graphic adventures? In a nutshell: the amount of atmosphere and detail that's gone into the game. Every single member of the crew talks and acts exactly how you would expect them too, which goes a long way to shaping the puzzles.
You can't do things out of character, so you can't ask Spock to administer medicine any more than Kirk would kill unnecessarily. Probably where the characterisation comes into play most is in conversation. Everyone has something to say at any given moment, and there are some real gems to be found. Try to use your phaser at the wrong moment, and Bones will chime you with 'Dammit Jim, it's a phaser, not a flashlight!'. Spock and McCoy argue almost constantly, never missing a chance to rub each other up the wrong way, and Kirk, as always, is the easy going mediator who uses his diplomacy skills to smooth things over. Sometimes.

Star Trek 25th Anniversary The entire game is icon-based, controlled with surprisingly few icons on the bridge and even less when controlling the landing party. On the planet surface, you can 'take', 'talk' and 'use', with use being the most important icon as it gives access to Spock's Tricorder and McCoy's medical bag. Each items has to be used on something, by clicking on the item you want to utilise and then the area on screen to use it on, and you are told via the text box of the result. Due to the various way in which a mission can be completed, you can use anything on anything, but the most important areas of the screen cause a red line to appear around the mouse pointer, just to push you in the right direction. You won't always get a result, but when you do, you can bet it's significant.

The actual design of the game is possibly the best thing Interplay has ever come up with, and if you've ever played Wasteland, you'll know what kind of competition it's up against. A single seven Megabyte file supplies all the data for the game, which includes every single conversation and more split game paths than there are split peas in Tesco. Each mission has one deed that needs to be performed to complete it, but there are always a variety of ways to get to that deed. Obviously, if you take the wrong one, or at least a less than perfect one, your mission score will be low, so you should always be looking for the right way, but it's comforting to know that there are very few mistakes you can make.

FUNNY LOOKING ALIENS
Even with the amazing game design, the secret of the PC's success was the graphics, and on AGA machines the visuals are identical. Huge, realistic spacecraft drift through the cosmos, all drawn in ray-traced positions and rotated a la Wing Commander - no polygons here – which makes you feel like you're really in control of the Enterprise. But that's nothing when you compare it to the main sprite graphics of the landing party. OK, so they might be a little chunky, but there's no denying how recognisable everything is. You can always spot the one who'll get killed first because he's in red. Spock's ears are always in shot, and Kirk even has the right haircut, complete with ridiculous sideburns. There are literally hundreds of frames of animation in the game, which is why you're going to need a hard drive! Sure, there are a lot of people who will complain about it not running on non-AGA machines, and the fact that you can't run it from floppy, but when you consider that there's over thirteen Megabytes of decompressed data to play with, you'll understand why.

Star Trek 25th Anniversary The big question is, of course, what's it like to play? I wasn't totally at ease with the icon-drive interface at first, simply because there just didn't seem enough options, but once you get into the swing of things you'll realise that those on offer are more than adequate for the job. These are some of the Enterprise's most taxing missions yet. The simple controls merely mean that it's very easy to get into the game – even more so if you are familiar with the characters. Although the action jumps and hangs occasionally, as the program loads in the files it needs, this doesn't detract from the game at all. The verbal sparring between Spock and McCoy, the detailed graphics and sample sound effects are complemented by an excellent series of puzzles and a script that is faithful to the original shows in almost every respect. Although the puzzles aren't as complex as those you'd find in a Lucasfilm game such as Monkey Island 2, they're still quite taxing and will take you a while to solve.

Seven missions might not seem a great deal, but they are fairly complex – too complex sometimes, so you might find yourself coming up against a brick wall and no being able to progress further. The seven missions must be completed in order, so it's not possible to skip to another one should you get stuck. The 3D space combat is also rather weak – yet it does test your reflexes later on but it does feel as if it was included just to pad out the game. And what happens if you don't particularly like this style of gameplay, as I suspect many adventurers will? You still have to complete it before you can beam down to the planet and start the adventure proper.
Despite these gripes, this is one of the best licensed games I've ever played. Let's hope it lives long and prospers.

CU Amiga, October 1993, pp. 71-73, 75-76

JUDGEMENT DAY
At the end of each episode, Starfleet Command will contact you aboard the Enterprise and congratulate you on your success. They will also give you a percentage rating of how well you have done on the mission. Should you get a high score, you'll find yourself commendation points. These generally improve the skills of your crew, and will make the game that little bit harder on the later scenarios. Next time you encounter that Romulan cruiser you'll be able to manoeuvre the Enterprise that little bit better and have an improved aiming system!
 
Scenes from Star Trek – The Original Series
Captain Kirk confronts one of the original Cadbury's Smash robots (above) and (left) after they've sampled the self-same delights (only kidding Cadbury's, we love you really).
 

The Bridge
This is where it all happens. From here the player issues commands to his crew (via Captain Kirk, of course) and partakes in combat with other vessels. Apart from the main sensor screen, a wealth of information is available – power and speed readings appear above the main screen, while damage displays are situated to the far left and right. Perhaps the most important instrument is the radar, used for locating enemy ships not in visual range.
The Bridge
Sulu

Mister Sulu has the important job of controlling deflector shields, and is also responsible for putting the Enterprise in orbit around planets – transporters only work when in orbit due to their limited range.
 
Chekov

Chekov is a navigation and weapons man. The Enterprise travels by means of the players selecting a planet from his galactic map. It's also his job to arm phasers and torpedoes prior to combat.
 
Scoty

Scoty's job is to control damage to the Enterprise during combat. He automatically repairs systems as they are hit, although the player can select specific areas for priority repairs. There's also an emergency power reserve for use in times of crisis.
 
Spock

Although he has no specific task, Spock can give Kirk expert advice on a particular subject or situation at all times. His logical insight can be invaluable. The player can also access Spock's computer directly, for raw data on a chosen topic.
 
Kirk

By selecting Kirk, the player can review the Captain's Log (showing reports on previous missions), beam down to planets and other ships and perhaps most importantly – save the game at any time.
 
Uhura

Uhura handles communication to and from the Enterprise – all incoming messages go through her. She can hail ships and planets, as well as transmit messages and other data.
 

Star…
Leonard McCoy may have been one of Starfleet's finest physicians, but he wasn't exactly equipped with state-of-the-art medical equipment. To save on costs, the show's special effects department had to utilise everyday objects and tart them up to look 'futuristic'. Take this with a pinch of salt if you want, but a couple of his instruments were salt and pepper pots – and it's pretty obvious too!
…Facts.

Star…
With both Star Trek: The Next Generation and Star Trek: Deep Space Nine running on American TV, and the original Star Trek still in syndication, the show has become a major cultural phenomenon. It's possible to watch Star Trek in almost any language in almost any country in the world. You can buy stick-on Spock ears, costumes from the show, stationary, trading cards, comic books, the entire series on video, t-shirts, model kits, phasers and even battery-powered Tribbles! It's also become THE major money spinner for Paramount – in effect, a licence to print money.
…Facts.

THE LANDING PARTY
When transporting to a planet or other starship, Captain Kirk will lead a landing party of himself. Mr. Spock, Dr. McCoy and a security officer. Be warned, situations can be dangerous. If Kirk, Spock or McCoy is killed by your actions, the game is over. Losing the security officer does not lose the game, however, and you can continue the mission. Constantly losing security officers is frowned on by Star Fleet Command!
Moving about is simply a case of pointing to the area of the floor that you want Captain Kirk to go with the cursor and clicking the mouse. He will automatically go to the chosen spot. You only control Captain Kirk's movements directly, the other members of the landing party will move when circumstances require it.
By pressing the right mouse button or space bar, you can call up the Command Interface. From here you can talk to the other characters in the game. You may be given several options (a la Monkey Island), so be careful which ones you choose. What you say can and will affect the response you will receive from the person you're questioning. Don't forget to talk to Spock, McCoy and even the thicko security officer – they may have value advice to give. The landing party

Star…
Star Trek's creator, Gene Roddenberry, insisted that the show should be based on scientific facts and was as accurate as possible. Towards this aim, a number of military, scientific and medical institutions were asked to contribute ideas to the show and approve those already adopted. Although the wobbly cardboards sets made some ideas seem a little implausible, nearly all the scientific instruments and technologies on display could one day become a reality. So detailed were the plans for the Enterprise that the ship's landing deck blueprints were evaluated by the US Navy and hospital authorities showed a keen interest in the diagnostic beds in the ship's sick bay.
…Facts.

…WHERE EVERYONE HAS BEEN BEFORE!
From left to right: Spock, Kirk, McCoy and Scoty
Over the years, there have been numerous attempts at Star Trek games, very few of them official in any way. Here's a quick guide to the three main ones that have appeared.

Star Trek – The Grid Game
Easily the most popular, and one that has appeared in a million different forms all over the PD market. Played like a wargame, the dice and hexagons strategy title is written in BASIC and has little to do with the TV show with the possible exception that the main sprite looks a bit like the Enterprise.

Star Trek – The Action Game
If you haven't seen this yet, don't bother. An impressively detailed intro screen gives way to the worst kind of blaster. Written in the Shoot Em Up Construction Kit, it's poorly designed and unplayable. Again, the main sprite looks vaguely like the Enterprise.

The Firebird Game
Firebird Software, then an arm of Telecomsoft, were pleased as punch when they snapped up the rights to this little darling of a game. Plans were drawn up, and journalists across the world began to dribble in anticipation of the wonders that were to come. And they waited. And they waited some more. The actual reason for the game being more than two years late are lost in the mists of time, but the wait was certainly not worthwhile.
 

Star…
Before the original cast went (B)oldly into movie production, they were actually signed up to work on a new series of the TV show. On 17th June 1977, Gene Roddenberry announced that contracts had been signed and initial scripts approved. Called Star Trek: Phase Two, the project was abandoned just before filming as Paramount had a change of heart and decided to go ahead with the movie option instead. Many of the completed screen plays have since resurfaced in Star Trek: The Next Generation, but it's interesting to think about what might have been as Kirk and Spock went boldly once again…
…Facts.

Star…
The original Star Trek show ran from 1966-69. In all, 79 episodes were produced and some of the biggest names in science fiction wrote for the show. After the second season rumours started to spread the series was about to be cancelled and a write-in campaign began. In three months, more than 200,000 letters were received by the show's TV station, NBC, who had to employ dozens of extra people to deal with deluge of mail.
Newspapers quickly picked up on the story, students held demos and protest marches, and NBC's corporate headquarters were picketed. Finally, bowing to such unrelenting pressure, NBC made an on-air announcement that they were commissioned for another series.
…Facts.

INTERPLAY £34.99
A1200 A4000
INTERPLAY, THE BARN, ST. JOHN'S YARD, MAIN ROAD, FYFIELD, NR ABINGDON, OXON OX13 5LN. TEL: 0865 390029
 
RELEASE DATE:
GENRE:
TEAM:
CONTROLS:
NUMBER OF DISKS:
NUMBER OF PLAYERS:
HARD DISK INSTALLABLE:
MEMORY:
 
OCTOBER 1993
ADVENTURE
IN HOUSE
MOUSE/KEYBOARD
8
1
YES
2Mb

 
GRAPHICS
SOUND
LASTABILITY
PLAYABILITY

89%
82%
80%
84%
The Tie-in of the century. Atmospheric and challenging adventure.
OVERALL: 86%