Star Trek: The Next Generation

aka: Star Trek: The Next Generation - The Advanced Holodeck Tutorial
Moby ID: 23263
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Description

Cadets at Starfleet Academy must spend some of their classes in the starship simulator. This year is a simulation of the U.S.S. Enterprise. Substituting for Jean-Luc Picard, cadets will take the role of captain and then must access different crew members (functions of the ship) to complete a series of scripted missions.

Star Trek: The Next Generation is divided into a series of missions. Players will start on the main screen of the bridge and from there can access Navigation, Tactical, Operations, Engineering, Transporter Systems and Mission Control. Mini-games are sometimes used to complete certain ship functions (such as rerouting power to the shields).

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Credits (Game Boy version)

11 People (8 developers, 3 thanks)

Concept and Design
Graphics
Programming
Additional Programming
Musical Arrangement
Technical Direction
Creative Director
Producer
Special Thanks

Reviews

Critics

Average score: 62% (based on 14 ratings)

Players

Average score: 1.5 out of 5 (based on 7 ratings with 2 reviews)

A poor port that only makes things harder

The Good
This game is directly ported from it's NES brother and is identical in game play and structure.

It's much better than the awful Game Boy version of the 25th Anniversary output. This game at least tries to stay true to some of the ethos of Star Trek and deliver a episode-like experience. Rather than focusing on one story the developers have tried to extend the game-life by introducing a random element for missions. Never leaving the bridge, players must complete a randomly created mission from a limited selection of scenarios, such as traveling from planet A to planet B to engage an enemy, or beam up/down someone. Each mission is given a time limit and at the end you are evaluated. Complete it in time and you rise up a rank from Ensign to Admiral.

The Bad
It's an interesting try. If only the missions had more depth and complexity. There's never a twist or plot development and once you get used to the pattern, it quickly becomes dull. Not that they're ever easy – far from it. Progress up a few ranks and the missions become nigh impossible as deadlines shrink and the controls become too cumbersome.

Many of the missions involve combat, which is really nasty to play. It's a simplified flight sim where you have to dogfight against the opponent, but the Enterprise is too lethargic, making it a headache. In fact, general control of the Enterprise is difficult as there's too many functions for the A and B buttons to handle. For example you cannot control the speed and direction at the same time, making precision impossible. You get to cycle through the various bridge stations by a horrible A, B, select and start combination that is not intuitive and even after repeated playing still got wrong, wasting valuable time in combat.

The control systems is the same for the Game Boy as the NES, except somehow it's become less responsive and more frustrating.

The Bottom Line
If you're a bit of Star Trek masochist and really want to play every Star Trek game then play the NES version, it's the same idea but slightly better even adding colour to the game.

I would have preferred less of a multi-mission approach and more in depth stories focusing on one thing at a time. Always being on the bridge feels cramped and isn't even offset by decent ship to ship combat. All things considered, it's still better than the awful 25th Anniversary game, but that's not really promising a lot is it?

Game Boy · by RussS (807) · 2011

A flawed attempt at packing a game cover an entire TV series.

The Good
It's easy to see what the developers were attempting with this game. There were obviously memory limitations with the NES that meant most games were platformers which heavily recycled graphics. Difficult then to incorporate the dense slower moving world of 'The Next Generation' into an 8-bit console.

It was a worthy try they had too. The problem with the other NES Star Trek game (25th Anniversary) was that whilst it had a story it was too short. Here the developers have tried to extend the game by introducing a random element for missions. Never leaving the bridge players must complete a randomly created mission from a limited selection of scenarios, such as travelling from planet A to planet B to engage an enemy, or beam up/down someone. Each mission is given a time limit and at the end you are evaluated. Complete it in time and you rise up a rank from ensign to Admiral.

The Bad
It's an interesting try. If only the mission had more depth and complexity. There's never a twist or plot development and once you get used to the pattern it quickly becomes dull. Not that they're ever easy – far from it. Progress up a few ranks and the missions become nigh impossible as deadlines shrink and the controls become too cumbersome.

Many of the missions involve combat, which is really nasty to play. It's a simplified flight sim where you have to dogfight against the opponent, but the Enterprise is too lethargic making it a headache. In fact general control of the Enterprise is difficult as there's too many functions for the A and B buttons to handle. For example you cannot control the speed and direction at the same time, making precision impossible. You get to cycle through the various bridge stations by a horrible A, B, select and start combination that is not intuitive and even after repeated playing still got wrong, wasting valuable time in combat.

The Bottom Line
I would have preferred less of a multi-mission approach and more in depth stories focussing on one thing at a time. Always being on the bridge feels cramped and isn't even offset by decent ship to ship combat. Star Trek 25th Anniversary still holds my award for the best Trek experience on the NES.

NES · by RussS (807) · 2011

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Contributors to this Entry

Game added by Atom Ant.

Game Boy added by RussS. Game Gear added by Big John WV.

Additional contributors: Terok Nor.

Game added July 26, 2006. Last modified December 3, 2024.