STAR TREK GAME DOWNLOADS


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EGA Trek EGA Trek ? a completely cool clone of a very early Star Trek game, but better than any of the Star Trek games I?ve ever tried (which is near to about 0 or 2, so that might not say much). But yes, this was and continues to be a great game, I played it for years when it came out. Admittedly when you look at it and have a go you might get put off, but once you get the hang of it and start to really get into it, you?ll find you get hooked. Basically there are evil Mongols in the galaxy, and your job is to travel around the sectors and exterminate the lot. The Mongols pose a threat to the Union (yeah a take off of that wonderful phenomenon that we call Star Trek). Yeah it sounds rather fun and easy, but it?s not that easy. There are many complications that come with exterminating Mongols ;). You are a pretty little yellow ship, and you can see yourself on the lovely blue grid. The Mongol ships are blue, green or red or a variety of colours really, the different colours sybmolise different ships that would therefore have different strengths. There are Mongol bases you can find, and it?s a good idea to kill these, as it will prevent more Mongols threatening your existence. Also in addition to Mongols, there are Vandals. They fly around in very cool looking ships, but you also want to kill them, because they are evil too ;) There are also really cool things in the galaxy of sectors though, like planets and friendly ships and space bases, where you can repair and restock your supplies and your fuel ? you do not want to run out of fuel while saving the galaxy! (I?m getting Tradewars d?ja vu). There are stars, but beware the novas and black holes. The friendly bases or ships might send out distress calls, which you can go and save them and be the hero. I managed to save the galaxy on the first three difficulty settings, but there are five. And they get VERY hard ? trust me. I give this game a 10/10 for addiction, I honestly played it for years and its great to have it again!

Star Trek 25th Anniversary For all those Trekkies out there - this is YOUR game! I've always liked Star Trek (especially the original series) and I got VERY happy when I was able to get my hands on this one. A solid adventure with that good old Star Trek-Humor in it. You have to solve several missions, do some space-fighting, everything you could expect - it's there! Ever wanted to command Spock around? Or Bones, Scotty, Chekov...? Or one of those guys in red who got killed almost everytime they showed up in the old series? And there is a good chance that exactly THIS happens to them even under YOUR command!

Star Trek Klingon Honor Klingon Honor Guard is a superb first-person shooter set in the Star Trek universe. Designed by MicroProse and released in 1998, KHG was definitely the first Star Trek computer game in a long while that broke the trend of mediocre Trek games (including MicroProse's own very disappointing Star Trek: Generations). Based on acclaimed Unreal engine, KHG looks great, and captures the mood of ST:TNG almost perfectly. The only downside - at that time - was the hefty system requirements: at least a P266MMX, 64MB of RAM, and preferably a 3D accelerator. Given that these specs are below an average PC today, most gamers are in for quite a treat. KHG casts you as a newly appointed member of the Klingon's Honor Guard: the Empire's most elite group of warriors and bodyguards to the Emperor. As the game begins, you learn of the assassination attempt on the Empire's Supreme Chancellor Gowron. Being new with no idea about what is going on, you are chosen to investigate the conspiracy and pays back the assassin - Klingon style. If you have played Unreal or any game based on its engine, you will know what to expect in KHG: a wide variety of enemies and weapons, fluid action, and excellent background details. You will battle in many Klingon locations including a suburb, the penal atroid Rura Penthe, and even the interior of a famous Bird of Prey spaceship. In true Star Trek spirit, you will make use of various gadgets throughout the game, including the tricorder, combat goggles, and of course the very deadly D'k Tahg dagger and spiky Bat'Leth sword, two traditional Klingon weapons. Also like in Unreal, the enemy AI is excellent. Your opponents will stage ambushes, and they do dodge and fire accurately especially on the "Klingon" difficulty setting which I find very challenging. Multiplayer, via IPX and Internet, is supported, although the levels are not very interesting for multiplayer action. Overall, KHG is an excellent FPS that does the coveted license the justice it deserves. It is very faithful to the spirit of the TV show, and will hook even non-TNG fan for hours on end. Highly recommended for both TNG fans and FPS gamers in general.

Star Trek The Next Generation Trivia What color are the eyes of Data? What is the name of Riker's father? - And those are only 2 of the easiest questions. This trivia game contains 100 questions - a must for every Star Trek TNG fan. I for myself found most of them hard to answer - they are often very hard and rely on your knowledge of the english original (esp. the names of the episodes) too often in my opinion. A nice game anyway, but not as good as Trek Trivia - the trivia game concentrating on the original Star Trek series.

Star Trek Starfleet Command 3 Starfleet Command III is an excellent sequel to Starfleet Command II, arguably the best strategy game based on Star Trek franchise ever made. While it "dumbs down" many features to attract casual gamers, it still packs enough options and addictive gameplay to merit our top game tag. Since the closure of developer Taldren, many fans of the series as well as ex-Taldren employees have been churning out new patches and mods to make the experience even better. Adrenaline Vault's superb review has the lowdown: "Starfleet Command III is a blatant grab for popular appeal. Not only has it remained faithful to the more popular elements of Star Trek, including the Next Generation setting, it's also significantly reduced the number of tactical options available in the game. Compared to its predecessor, it ships on one less disc and with a manual one-third the size. Also lacking is a cardboard table describing weapon ranges and accuracy. Rather than eight playable factions, there are now four, only three of which are playable in the campaigns. Ships now have four shield facings instead of six, eschewing the hex-based nature of the original combat system. Fighters and carriers have been removed, and although the smaller shuttlecraft still remain, they too have less exotic capabilities than before. Decoys and pseudo-torpedoes are gone. Players are no longer able to target incoming projectiles in an attempt to destroy them or reduce their effectiveness, nor can tractor beams be used to temporarily keep missiles at bay. There aren't even any missiles. Combat primarily revolves around the use of shields and positioning the ship during combat to take full advantage of them. Each ship has four shield arcs that are able to absorb damage before failing, recharging at a slight rate throughout the course of a battle. It's also possible to reinforce one particular arc. Not only does that individual segment become stronger, any damage that it suffers is spread out among the three other arcs. A successful captain can ensure that the majority of the damage that he or she receives is dealt to the shield, rather than directly to the ship's hull. Offensively, position is also the key to victory; each weapon typically has a limited field of fire, meaning that a vessel has to remain mobile to take advantage of its full arsenal. Turning to bring additional weapons to the fore has to be balanced with protecting one's own weakened shields while targeting exactly that section of the enemy's. Range is also an important consideration as the accuracy and damage potential of weapons tend to decrease with distance. Accuracy is also affected by the angular velocity between the two vessels at the moment of fire, a new addition to the series that, for the first time, takes full advantage of its presence on the computer platform. As ships increase in speed and become closer to one another, shearing off at disparate angles, the angular velocity increases, making shots all but impossible, allowing smaller ships to exploit hit and run tactics. All of this makes for a tremendously intriguing game. There are many additional tactical options for players to attend to during the course of battle. Tractor breams can be used to lock onto enemy vessels, removing angular velocity for easy hits, or even be used to push a ship into an asteroid and destroy it. The opposing captain can use a similar beam to repel that of the first, breaking the connection before any harm is suffered. Individual ship components can be targeted, not only with weapons, but also with away teams that can board an enemy if the facing shield is down. These boarding parties can even attempt to capture the craft. Shuttlecraft can be launched to pester the enemy with light weapons or draw enemy fire. Advanced movement techniques are also available. A high-energy turn can allow a ship to change orientation on a dime, although taking advantage of it too often can result in engine failure. Craft can also engage their warp drives to move at high speeds, although this necessitates the dropping of shields, in a concession to game balance over franchise accuracy. However, energy is no longer a substantial consideration. In previous games in the series, energy was distributed from a common pool. Not only did weapons and shields draw from it, but also moving, using tractor beams and advanced sensors tapped into the available supply. This factor overshadowed everything a player chose to do. No longer, it would seem, as Next Generation ships have power to spare. While it's possible to tweak the amount of energy allocated to primary and heavy weapons, as well as the shields, there's seldom any reason to do so. Movement and other actions no longer seem to require any energy at all, so as long as the ship has a warp core analogous to the amount of weapons and shields on board, no thought has to be given to energy. Only when the craft's engines are damaged beyond repair is any consideration necessary, but by then, victory is often out of reach. Starfleet Command III features three campaigns that weave a single story, and as such, the menu screen suggests rather authoritatively that players approach them in chronological order. Taking place shortly after the return of Voyager from the Delta Quadrant and before the upcoming film entitled "Nemesis," the Federation and the Klingon Empire are constructing Unity Station together at the edge of the Neutral Zone bordering on Romulan territory. Players will experience life as a captain on each side of the conflict, which takes place in the Dynaverse 3 setting. In simple terms, Dynaverse 3 is a reactive map, made out of hexagons, that's constantly populated with action and events. This means randomly generated missions are created fairly intelligently, based on the sector in which an encounter takes place. A captain might receive a distress call from a ship or convoy escort duty in friendly territory. On the other side, his or her role might be to attack a convoy of the enemy. Repeated victories in a hex might shift the balance of power, moving it from one faction to another. All of this builds prestige for a player, who can then use it to command ever-larger vessels. It's also possible to refit a ship with different equipment, tailoring it to suit the goals of a mission or the individual tactics of a captain. The scripted scenarios of the campaigns take place over the world of Dynaverse 3, meaning that between special events, players are free to take on other missions and engage in other roles, although there's often not much time before they're automatically summoned to the next plot specific mission. Despite the loss of some of the more interesting and exotic features, the core game that made the other offerings in the series so fascinating still remains; after all, many who played Starfleet Command II never advanced to the point where they could truly take advantage of all it had to offer. While battles are still riveting, the nature of the beast has slightly changed. As it's more difficult to incapacitate and destroy ships' systems, there's never that same sense of danger or elation that pervaded earlier matches. Fast kills are now a thing of the past, and even dreadnoughts are forced to stand toe to toe with their enemies for more than two exchanges. In a sense, combat is even more strategic now, even if it's not possible to disable a foe with a single deluge of missiles after a clever ruse. Despite being targeted at more casual fans of the Star Trek franchise, the numerous rough edges in Starfleet Command III make it hard to recommend to that demographic, as it hasn't yet received enough polish. As Taldren has typically shown great resolve in addressing such issues through patches, it might be a compelling product for those new to the genre in the near future - even if it now falls short out of the box. Advanced players and long time fans of Starfleet Battles will rue the simplifications of the rule set, though the great sense of online community still remains and the impressive Next Generation environment will undoubtedly pull them into the game. While many of the design decisions will certainly alienate those on both sides of the fence, Starfleet Command III remains a "must have" for fans of the series. It's Star Trek, and it's good."

Star Trek First Contact Last of the Star Trek trio of games Simon & Schuster and arguably the best, First Contact continues the exploits of intrepid captain James T. Kirk and his crew abroad the starship Enterprise. Your mission this time starts with transporting a diplomactic party to unexplored planet Gothica. As is typical of the series, this innocent mission soon evolves into a potential galactic war, and it's up to you to save Starfleet and the Federation itself. The game's interface is still the effective multiple-window presentation used in the previous 2 games, with some additional commands such as the ship's computer (F7 key) that contains both useful and serendipitous tidbits of knowledge on subjects ranging from the various characters to the different aliens and planets you will encounter. The captain's log now keeps track of all major actions you performed, and you can add records of the current play session to the log (similar to "LOG ON" command in other IF games). crew members now exhibit a much wider range of responses that are appropriate in the situation. Overall, the additional features and more authentic Star Trek atmosphere and plot makes this the crown of Star Trek IF trio.

Star Trek Video Trek 88 One of the rarest Windmill Software game, Video Trek 88 is a fun text-based game that has the honor of being the very first commercial PC game based on Star Trek series?released way back in 1982. Coded entirely in BASIC, the game is similar to the mainframe Star Trek games popular in computer labs in late 1970?s. For anyone who loves the combat aspects of the series, this game proved incredibly addictive and actually quite advanced for the time it was written. The basic premise of the game is similar to plot of the very first Star Trek game that was popular in mid-1970s (freeware, run on mainframe computers). The United Federation of Planets has recommissioned you from retirement to take charge of the defensive attack against the combined forces of Romulan and Klingon Empires. For a 1982 game coded in BASIC, it goes without saying that the interface is entirely text-based, although it does not detract from excellent gameplay. After using long- and short-range scanners to detect the presence of enemies, you then select the direction to travel and the speed you want the Enterprise to use (either warp, or impulse). Once you detect enemy ships, you can open fire with phasers or photon torpedoes, but at the same time you had to keep an eye on your energy allocation. Every hit from the Klingons or Romulans drained energy from the shields, and directing more energy to keep them at full strength limited how often you could use your weapons. You can dock at any nearby starbase to replenish energy and repair ships, or even self-destruct the ship as a last resort. The game is simple, fun, and engaging. Definitely one of the worlds most historically valuable game as far as PC gaming history goes, and a must-have for every Star Trek fan. The ASCII art of the Enterprise alone is worth the wait ;) For the best version of this kind of game, I highly recommend Visual Star Trek, also on this site.

Star Trek Promethean Prophecy Arguably the best Star Trek adventure game ever made until Interplay's 25th Anniversary, this Simon & Schuster text game is actually stronger than its better-known sequel, The Kobayashi Alternative, because it has better puzzles, more interesting plot, and authentic characters (especially the cynical comments from Bones). As captain Kirk, explore the Promethean's planet to find food source lest your crew starves to death. The game's interface is functional and does a good job of mimicking the Enterprise's bridge: the screen is divided into Text window (where text appears), Kirk window (where you type commands), Status window (including the ship's location and destination), and Conversation window (which pops up when a character addresses you, with different colors for each character). Overall, Promethean Prophecy is a fun game recommended for all Star Trek fans-- but beward of several time-limit puzzles and ignoring the Prime Directive!

Star Trek V The Final Frontier A disappointing game based on the Star Trek movie of the same name, Final Frontier's quirky combat controls and lack of real interactivity in the plot department sank the game faster than James T. Kirk's phaser draw. The game's excellent VGA graphics did little to improve things, so this game is really for die-hard Trekkies who simply must have every Star Trek game ever produced . The rest of us would do well to steer clear of this game.

Super Star Trek One of the best-loved earliest computer games, Super Star Trek is a cult mainframe classic spacecraft simulation played by countless college students in mid to late 1970s. Celebrated for its emphasis on authentic-sounding spacecraft commands rather than reflexes, as well as numerous Star Trek references, the game garners a huge following and inspires countless remakes and clones to this day. The goal in the game is quite simple. Basically, you pilot the Enterprise around space, killing Klingons and refueling your ship when necessary. You issue commands by typing them into a parser-like interface and watch the results. This new DOS version of the game is coded by Tom Almy, who fixed many bugs in the original version and added some new features, such as modifying the "dock" command to give a report if a base is under attack, upgraded the deathray weapon, added the (very cool) Deep Space Probe, and tweaked the code so that Romulans and regular Klingons could move in advanced games. This version also allows enemy ships to ram into the Enterprise, although I have yet to see it in my games (probably because I never really allowed any ship to get that close ;)). If you like spacecraft command sims that boasts countless hours of gameplay despite nonexistent (well, it has ASCII) graphics, Super Star Trek remains to this day one of the best ever created. With numerous bug fixes and new additions, this 2002 freeware version is the one to play. Best of all: the game is not only free, but its source code can also be downloaded free of charge on the official site.