157 lines
9.7 KiB
Plaintext
157 lines
9.7 KiB
Plaintext
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STAR TREK V
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I had glimpsed STAR TREK V at the Summer Consumer Electronics Show; the
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individual screen shots were rendered beautifully in very high resolution with a
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photographic color palette. Moreover, the screens related the story of STAR TREK
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V, a film that hadn't even been released yet. As a Trekker since childhood, I
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was particularly excited by the meticulously faithful appearance of the
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game-in-progress, and I had high hopes that the game as a whole would live up to
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its potential. (This review is based on the IBM-PC version.)
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Alas, the high point of STAR TREK V: THE FINAL FRONTIER (the Mindscape computer
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game, not the movie) is, in fact, those graphics. They're amazing, but they're
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supporting a game that's lacking in play value. It pains me to say this, because
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Star Trek seems such a natural topic for games, but there have been few decent
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products based on this theme: Simon and Schuster's STAR TREK: THE KOBYASHI
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ALTERNATIVE is a text game with a maddeningly limited parser; ST: THE PROMETHEAN
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PROPHECY is a much improved text game, as is ST: FIRST CONTACT; ST: THE REBEL
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UNIVERSE is a pretty good computer role-playing game on the Atari ST, but
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dreadful on the IBM-PC; and STAR FLEET I and II (Interstel) are excellent
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strategy games whose basis is clearly in the Star Trek mythos.
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But Trek fans are still waiting for a 100% Star Trek game as exciting,
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challenging, and involving as the TV shows, books, and movies. STAR TREK V (STV)
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is exciting and challenging, but it's very cut-and-dried and -- in a word McCoy
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might use -- "unemotional." That's primarily because it's an arcade game with
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minor strategic elements; there's no exploration, no sense of confronting the
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unknown, no mystery, and no real goal -- other than to keep the ship in one
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piece. Thus, STV succeeds as an arcade game but fails as an encompassing
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adventure.
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When the program loads, you specify your video adapter and your difficulty
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level (3 available); then you're asked to provide a translation of a sentence in
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Klingonese. This is the copy protection, and the answers are all given in the
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back of the manual. Mindscape is to be commended for apparently having dropped
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the on-disk protection that has caused much angst in the past (especially for
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hard-drive owners).
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Then, if you choose, the game provides a partial synopsis of the film STAR TREK
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V: The FINAL FRONTIER. A Vulcan (Sybok) has pinpointed a planet he believes to
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be the location of Eden...and of God. Through trickery and guile, he commandeers
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the Enterprise to take him to the planet (Sha Ka Ree), which lies in the center
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of the galaxy (past a barrier only a Starship can penetrate). Meanwhile, Kirk
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must avoid conflict with the Klingons who are also trying to reach the planet.
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This prologue, with its undeniably impressive VGA graphics, also includes spot
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animation to highlight the lush photo-realism. However, the movie's story was
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disjointed and not particularly innovative (it was, in fact, pretty reminiscent
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of the first film's search for Vejur, and the series episode "The Way to Eden").
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Thus, the game's story -- by being faithful to the film -- suffers from the same
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faults. Also, depending on your machine (and whether or not you're playing from
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a hard drive), the intense graphics take a while to load, which results in slow
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storytelling.
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Next comes the first arcade sequence. It's here that you, as Jim, take control
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on the bridge. It's a neat little cockpit: You have a large center viewscreen, a
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menu bar/message slot above the viewscreen, and a wide variety of directional
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indicators and power gauges for various important ship systems. There are other
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systems involved, but you generally don't hear anything about them unless
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they're in need of repair. The menu bar gives you access to your bridge crew:
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Spock, McCoy, Sulu, Chekov, Uhura, and Scotty. You can call up any of them with
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the touch of a button: A large image of that crew member fills the viewscreen
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alongside a list of the available commands (the commands change depending on the
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situation). As long as a crew member is healthy, he or she will immediately try
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to follow your orders. The strategy in the game consists of learning which
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orders to give in which sequence, and how to mete out the repair duties (there
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are almost always repairs to be made).
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Your first goal is to take the Enterprise to Sha Ka Ree, so you set a course
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and head for the planet. However, because you were only given a couple of hours
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in which to prepare the Enterprise for the journey, the engines are imbalanced,
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causing a "wormhole." The first arcade sequence consists of piloting the
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Enterprise safely through this wormhole. The tubular wormhole twists and turns
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its way through space, and the Enterprise must avoid contact with the edges of
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the tube and with the debris scattered throughout. There are also dilithium
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crystals lining the inside of the tube; you must try to pull in as many crystals
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as possible for later use.
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The tube is a wireframe construction, very cleverly designed, and will cause
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you to squirm and wriggle in your seat as you try to snake your ship through the
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tube. But there's no way to tell how far into the tube you are (or how long the
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tube is), and there's no workable strategy, apart from keeping the ship roughly
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centered and out of the path of debris. Not a particularly dynamic sequence.
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If you fail, you're thrown back to DOS, where you'll have to restart the game
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from scratch. This holds true for _every_ arcade sequence: Do it wrong, and
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you're back at DOS (after a quick screen that shows the Enterprise in flames, or
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Kirk in front of a Klingon tribunal).
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When you emerge from the tube, you find you're in a field of Klingon mines that
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form two concentric circles around you. While repairing any damage you suffered
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in the wormhole, you must also destroy enough of the mines to escape from the
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circle. Again, there's not too much strategy involved in this task, although it
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isn't easy. I found this part of the game frustrating and not a lot of fun, but
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I got a helluva kick out of finally defeating it. (It's bizarre: even though you
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have Sulu at the helm in these sequences, you still need to actually steer the
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ship as if Kirk were holding a joystick.)
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Provided you escape from the mines without terminal damage, there's a bit more
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narration and onscreen animation, and then it's off to the surface of the planet
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for a fistfight with the Klingon commander. The graphics are still great, but
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the fight is ho-hum.
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The penultimate sequence departs from the film entirely. Here you command a
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"simulation" of the Enterprise against a "simulation" of attacking Klingon
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forces. Supposedly, if the Enterprise loses this contest, the Federation loses
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face in front of the Klingon Empire...and (I guess) we're all the lesser for the
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experience. So much for any pretense of an enlightened future.
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The game comes down to this: Can the Enterprise shoot all the Klingons before
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the Klingons destroy the Enterprise? The simulator (again, wireframe) is a fair
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simulation of a flying starship -- less complex than, say, Origin's SPACE ROGUE,
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but not as simplistic as STARFLIGHT. This is also where repair time-management
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skills are really called into play, as the Enterprise flies around in a small,
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featureless area of space (no planets, no nuthin') trying to locate, dodge, and
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eliminate cloaked Klingon opponents. (When did the Klingons get the Bird of
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Prey? I thought that was a Romulan ship!) This is the most interesting part of
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the game. It truly captures the excitement of a real-time Star Trek pitched
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battle. And I could tell Chekov was enjoying himself as soon as I gave him that
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"Fire at will" command.
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The first time you survive the entire game (even if it's just at the
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Beginner/Cadet level), the program writes a new file to the disk and provides an
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additional startup option: It allows you to practice any of the sequences at any
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difficulty level. So if you want to gain experience in the last simulation at
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the toughest level, you can practice there without having to wade through the
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other sequences. Success also nets you a couple of congratulatory screens.
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STV is a totally linear game. There are only two outcomes for each sequence:
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lose (and go to DOS), or win. The interaction with the other characters is
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bogus: You give orders, they obey (or refuse, if you ask them to do something
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they're not capable of). You have no relationship with them, although some of
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their responses are humorously appropriate for their established personalities.
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The story seems like a hodgepodge, and although the package and publicity herald
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the game as an "adventure" with role-playing and strategy elements, this is far
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and away a game of fast fingers.
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STV for the IBM requires a minimum of 640K and an EGA, VGA, MCGA, or Tandy
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16-color card; CGA and monochrome are _not_ supported. The game is hard-drive
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installable and comes on five 5-1/4" disks or three 3-1/2" disks, all
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unprotected except for the aforementioned manual check. The manual is complete,
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though you'll have to read it several times -- carefully -- in order to
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assimilate all the information, which is dispersed in a less-than-convenient
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form.
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There are many for whom STV will be a fine game: If you're a Star Trek fan with
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a VGA card, you might want STV just to see all the impressive pictures. If you
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liked the movie, the game does a decent job of re-enacting most of it. And if
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you're one of the many who devour arcade games like potato chips, this one makes
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a filling entree. But CRPG or adventure (or even strategy game) players will not
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find much worth nibbling on here.
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STAR TREK V: THE FINAL FRONTIER is published and distributed by Mindscape.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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