Star Trek Generations

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65%

Star Trek Generations

Developer:MicroProse Genre:Action Release Date: Download Games Free Now!

About The Game

It's beginning to look like there will never be a truly great Star Trek game.
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Star Trek Generations

Star Trek Generations Review

By James Archuleta |

It's beginning to look like there will never be a truly great Star Trek game. Despite the best efforts of design teams from a number of topnotch companies, re-creating the Star Trek experience in a computer game has proven to be an elusive goal. MicroProse's Generations is no exception. While arguably the best Star Trek game yet released, Generations ultimately falls short of delivering what it promises - namely, an immersive adventure that will appeal to both gamers and Trekkies alike.

Generations closely follows the plot of the movie of the same name, and as such, is able to incorporate copious footage from the film (some of which hasn't been seen before) and voice-overs by the actual actors, including Patrick Stewart and Malcolm McDowell. As in most Star Trek titles, the production values in Generations are quite high, and the interface graphics, audio tracks, and noninteractive cutscenes combine to create a fully authentic Star Trek atmosphere.

Unfortunately, the authentic atmosphere is Generations most compelling element - the game itself is solid but unspectacular. Not that MicroProse didn't try its best to make things interesting. Generations features a unique hybrid design, with three distinct game modes. These modes - Stellar Cartography, Tactical Combat, and Away Missions - offer you the chance to take part in three of Star Trek's most popular pastimes, namely galactic navigation, starship battle, and planetary exploration.

Stellar Cartography is the weakest of the three. Essentially a variation on solitaire, this mode requires you to visit and scan star systems in a search for the game's primary villain, Dr. Tollian Soran. This is accomplished by locating the planet that matches an audio clue, such as "Find a planet with a high level of Theta radiation." While this is mildly entertaining the first few times around, it becomes repetitive and tedious as the game progress. The problem is made more severe because the game does not allow you to store the results of your scans, meaning that unless you physically record every result, you'll find yourself scanning the same areas over and over again (an unthinkable occurrence in the actual Star Trek universe).

The Tactical Combat mode is better. Here you take command of the Enterprise's weapons systems, engaging in real-time battles with various Romulan and Klingon vessels. Commands, such as "Close on Target," "Evade Target," and "Full Stop," provide a reasonable degree of strategic freedom in battle, while phasers and photon torpedoes supply the firepower. Depending on your skill and the nature of the opposition, battles can result in a quick, surgical dismantling of enemy ships, or in hectic, toe-to-toe slugfests. While not perfect - the actual display of the conflict is somewhat lackluster - this combat system is the best yet in a Star Trek game, and it provides a welcome respite from the drudgery of Stellar Cartography.

But the real heart of Generations is its 12 Away Missions, and unfortunately, these first-person perspective levels are a decidedly mixed bag. On the plus side, the missions offer you a wide variety of challenges, from rescuing injured scientists to cutting off Solan's supply of Trilithium crystals. The environments themselves are also nicely balanced, including Klingon bases, tropical planets, and sterile cities occupied solely by robots.

Each mission combines action and adventure elements. As with most first-person games, the primary challenge lies in finding certain objects or locations, and in surviving the continual attacks of hostile inhabitants. But Generations takes things a step further, introducing complex, inventory-based puzzles to the mix - in fact, these are among the most sophisticated puzzles ever found in a first-person game. Even better, many of the puzzles are quite novel and require a fair amount of creative thinking to solve.

What, then, is the problem? Let's start with the graphics. While Generations is not attempting to compete with shooters such as Quake or Shadow Warrior, its graphics engine will inevitably be compared to both. And in such a comparison, it does not fare well. The graphic window is letterboxed (similar to Terra Nova), severely limiting the amount of viewable space, and thus the level of player immersion in the game. Yet despite this limited view, the frame rate is quite choppy, even on a 200MHz MMX system. In the indoor missions, the visuals are generally too dark (even with the brightness cranked up) and most of the objects and enemies are rather nondescript. The graphic engine also exhibits an uncommonly high degree of pixelization and image break-up, especially in the outdoor levels.

To accompany the lackluster graphics, the Away Missions use a rather unwieldy control system - notable chiefly for its omission of a mouse-look button - that makes the game much tougher than it needs to be. Experimentation with literally dozens of different keyboard assignments failed to produce a satisfactory control setup (although a number of them were better than the default setting). Even worse than the controls themselves is the intermittent lag between issuing a command and seeing it executed, resulting in an unacceptably high number of deaths that can legitimately pinned on the computer, rather than the player.

These problems become significant in light of the fact that you can't save progress within a given mission. Death (via early beam out) is a common occurrence, one that begs for the ability to save your progress along the way. But this option is not offered, and the result is mind-numbing repetition of the same sequences over and over again.

As 'save while you play' options have been around at least since Doom, one can only guess that the designers willfully chose to leave it out, perhaps viewing repetition as a means of extending the gameplay. Or perhaps they took a cue from Generations the movie, which contains a rather lengthy crash scene that is played once and then later repeated (and even that was a little tedious!). Either way, they made a serious mistake, one that greatly detracts from the overall experience of the game, keeping Generations in line with its predecessors when it should have risen above them.

Star Trek Generations Game Walkthrough

From: dlsewell@ozemail.com.au
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Strar trek Generations cheats spoiler walkthrough
Date: Mon, 04 Aug 1997 22:43:49 +1000

Star trek Generations cheats, spoiler, walkthrough
Updated 4/8/1997

Here is some help for the first few stages of the Game.

Armagosa Stellar Observatory Solution.

At the very start of the game the Armagosa star is highlighted.
Picard says Data conduct a short-range scan of the space station to gain
transport coordinates.
Select the space station on the right.
Press short range scan.
Press transport.

Commander Riker is beamed aboard to the middle level of a 3 level ship.
There are lot of things to collect.  Some are useless.  You can drag
them into your inventory and then right mouse click them to see what
they are and if they are of any value.  Pressing the comms badge at
various times can give you some clues.

Immediately in front is a broken elevator switch, which we will need to
fix later.
Just to the right is Soran.  Do not click him or press the comms badge
when he is walked onto and appears in the view finder.  This is best to
do at a later stage to give you more time.

Turn on your tricorder map display by pressing the blue button on the
left hand side of the screen.  The different level maps can be
selected.  All highlighted people are to be beamed up.  (Leave Soran
till later).  Enemies are in green,  good guys are in red.

Do a U turn and progress forward until the green door open switch
appears in the view finder.
Press this and enter.  Walk over to the injured party until he is in the
view finder.
Clicking the injured party sometimes gives you more of the inside
story,  but after a few attempts at the game, you will tire of this an
will only need to press the comms badge to beam him up.
Turn around to where you came from otherwise you will exit the wrong
door out into space (good-bye).
Exit the door you came in by pressing the button.
Up your phaser power to just over half way.
Drift forward and right to a hallway and someone will attack you, fire
the phaser to stun him.
Walk over him and click him.  You need to drag his tricorder into your
collection box on your right.
Also grab his phaser.  You may need at least one spare phaser for the
end when you tackle Soran.  These can be collected from just about any
of the enemies.
Grab a third phaser as a spare in case you overdo it.

Progress down the hall until you come into a larger chamber.  Two more
enemies to stun.  Beam up your good guy.  There is a yellow highlighted
dot on the map indicating something important.  Collect this by walking
up to something that looks like a 2 drawer filing cabinet mounted in the
wall.  Once in the view finder click the drawer to open it.  A cylinder
is found,  which is to be dragged into your collection pile.
Do not yet go into the center door at the back which sounds like
electricity.

Upper level
Next go to either of the two elevators which are positioned to the sides
of the circular section you are in.  Press the buttons to go to the next
level.
Be prepared for one more bad guy on exit from the elevator.
There are two rooms at either end where the doors will open on walking
up to them.

The good guy one,  after beaming him up in his room you will find a
glowing chunk in the wall.  Walk to this until it is in the
viewfinder.   Click the dark cylinder thing in the inventory.  Sometimes
this does not work with one click of the mouse, and needs a double click
(it took ages to work this out).  This will fix this broken part.

The bad guy one,  enter and kill him.   Then go to the control panel and
press the green right hand bottom switch.
Turn around and to the right at the other end of the room there will be
a sparking hole.   You need to crouch down to get into this hole.  Try
options by pressing escape and see what key you have set crouch down to.
You need to enter turn and continue to crouch to progress.  Once inside
the tunnel you can let the crouch button go.
Progress until you fall down into another room.  There is nothing worth
collecting here.  Caution,  exit through the door but veer left toward
the corridor wall until you get the control panel in the view finder. 
Click it once to open the panel.
Click the bottom left hand side to power down the live wire above you
and to open the doors.  Turning right from your current view of the
panel and progress to the next door in the corridor on the right to
rescue the next good guy.
There is some trilithium in one of the cabinets there.  Not sure but
collect it anyway.

Now progress back to the corridor where you first beamed down and beam
up Soran.  He will leave behind a green switch.   Drag this to your
inventory.
Go further back to where you first came in to find the first elevator
with the broken button.  Get this broken button in the viewfinder.
Click (or double click) the green button in the inventory.  This will
fix it.
Now click the green button in the view finder.  This will operate the
lift.

Lower level
Get ready to kill one on the left and right hand side as you exit the
lift and progress in through the doors.

The next bad guy in the center is tough and needs the phaser set to
full.
A few blasts should melt him down.  Beam up the good guys.
Collect the Magnetic justifier.  This is required to open a door down on
the middle level.  It can be found in the cabinet to the left of the
Shelf which has some colored things that look like a gigantic ink pens.
Grab one key card,  don’t know if you need it though.  Tri lithium and
other stuff is not necessary.  Collect and inspect at your own free
will.

Next go back up the lift to the center level.  You will find Soran in
the rear center door.  The electric one.  Be careful.  Crouch down and
go to the right.

Prepare, click your spare fully charged phaser and set to full.

You will need to click the door in the viewfinder so that it says that a
Magnetic justifier is needed.  Then just click the Magnetic justifier in
the inventory to open the door.

Crouch down and fire at Soran continuously until he beams out.  Use
another phaser if you run out.  If you time the phaser blasts at a few
seconds apart and crouch down,  you can make your phaser last longer.

Enter to the missile control panel near where he was standing.
Press the following controls:-

Press the top center green long horizontal bar to turn on.
Press the top left hand short blue horizontal bar.
Press the top right hand short blue horizontal bar.
A view of a planet will appear on the left,  and a green square on the
right.
Press the green square multiple times until it says, ‘No target
selected’.
Then press the green button to the right of the center red fire button.
Then press the red fire button in the center.
Press the comms badge to get out of there.

Stage 1 completed.



The next stage is where data has to stop Soran build more trilithium.

A few hints here.   On beaming down drift left and go up the stairs.
Follow the robots on the tracks.  Find a green witches hat / ice cream
cone or whatever else you think it looks like on the ground.  This is
used to block the robots in their tracks so you can press the switches
on their backs and allow them to enter the power room.  In the power
room you need to switch off the elevator, and switch on the room turned
off.  Follow a maintenance robot to this other room to find two devices
that look like the skeleton rib cages of some alien bugs.  Go to the
lift.  Get the force field device on top of the lift button into the
viewfinder.  Click the rib cage in your inventry.  (Double click if
necessary - do not drag out of the inventry).
Go back to the power room and turn on the lift.
Go down the lift.  Some huge robots are in front of you.  Go to the
right, crouch down and blast them.  The best approach is to fire
multiple times at the corner of their wings and keep crouching down for
cover.  Use a battery if your phaser goes flat.
Once you have cleared these robots,  you can go down the hall and down
another elevator.  Try to find Soran and shoot at him.  Avoid getting
killed yourself.  Keep ducking for cover.  Once he beams out you have
completed the mission.  Stay crouched and beam out.

These are only the first two stages.   Once you get familiar with the
gameplay,  you seem to be able to progress easier.

There is another website that has hints for another stage which is on
the Q’rash ship.   This ship is encountered after a few dog fights.
http://www.mcp.com/brady/stgen/hmtl/mapmnufr.html

There is another stage with Worf.  I haven’t yet worked this one out.

Any other people with hints should try posting them to the news group as
there is not much on the Web for this game yet.

Happy gaming  !!!


 
                    

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