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Damn, my voyage to 1995 isn't yet finished... but I probably won't resist the temptation of jumping to another year :)
See you in 1996!
Hey, hey! I am still prisoner in 1995, werewolfs are giving m a lot of work but i currently go for the 5th day and approaching me to the climax, so i think this weekend i will end the game and give a general opinion. Don´t let me here!
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ciemnogrodzianin: Dear time travellers!

For now we have:
· 22 time travellers
· 34 games played
· 9 games finished (so far)
in our 1995 trip.
Nice :)

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ciemnogrodzianin: And I cordially invite you to a new thread – 1996! :)
Will meet y'all there in a bit, OP.
(need to do some "time cleanup" here first :))

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ciemnogrodzianin: You can still start playing 1995 games – and I'll register your choice here if made before May 31st 2021.
You can still complete the chosen game – I'll update your status, you've got unlimited time for that.
You can still bring interesting findings, post and discuss in this forum anytime – just keep it focused on 1995 :)
You can feel free to mark me down for Journeyman Project 2 and Terminator: Future Shock.

On Journeyman Project 2: I dunno why I didn't start this one first......it is both apropos to the theme of the thread and it is one of my favorite games in the genre....from the amazing intro score to the nice locations(and also *spoiler* funny sidekick* *end spoiler*). It is also a game I like to give away more than others.....I usually do so whenever I can score a copy on sale.

(also Future Shock is also apropos to the thread theme as well)

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Lone_Scout: Damn, my voyage to 1995 isn't yet finished... but I probably won't resist the temptation of jumping to another year :)
See you in 1996!
See ya there too as well, but remember your companions back in 1995 every now and then, eh? ;)

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argamasa: Hey, hey! I am still prisoner in 1995, werewolfs are giving m a lot of work but i currently go for the 5th day and approaching me to the climax, so i think this weekend i will end the game and give a general opinion. Don´t let me here!
We wouldn't dream of it.......OP made a "portal link" for all of us still traveling in 1995, so we can travel between the two years(threads) as needed. :)

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Update

I strolled through Hub 3...was very nice....nicer even than the first 2 hubs. Wish I could stay there longer, but the 4th hub awaits! Now some pics of Hub 3:


1st Pic- (combined two pics to make this one to have all text on screen) This skele-face dude says he'll totes forgive me if I worship him and stop cutting swaths through his minions....why do I wanna say "Press X to doubt"?

2nd Pic- My new home....the outside looked a bit plain, but dang is the inside nice and pretty.
(will probably look even better when the cleaning crew cleans the monster crud off the floor)

3rd Pic- It even has an indoor pool :D
(plus I got my sword completed, so I guess people might say I work for the electric company, as "I have the power!")

4th Pic- Also a nice courtyard area as well...this place has it all.

5th Pic- Don't mind me...clearing out the old tenants who don't seem to want to leave.
(in fact they seemed downright hostile ta me)
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Post edited May 26, 2021 by GamezRanker
Only in transport tycoon is it somehow economical to transport wood by maglev xP

One of the greatest joys is trying to figure out more efficient station designs to keep the cargo flowing, such as this is experimental design at my two plantations. It works ok, especially for incoming trains, but the outgoing tracks need more thought.
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Trapped! o_O

Great, I'm probably the only person who ever got trapped in Anvil of Dawn. For some reason one of my foes stepped outside the room (they normally never do that) and walked on a pressure plate that closed the door. Now I'm inside and he's outside not moving. Which means the door won't open again and I can't do anything from the inside.

Won't lose much progress (maybe 20 minutes), but still it's quite annoying.
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Post edited May 27, 2021 by PaterAlf
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Matewis:
That symmetry is aesthetically pleasing.

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PaterAlf: Trapped! o_O
Outplayed. ;)
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PaterAlf: Won't lose much progress (maybe 20 minutes), but still it's quite annoying.
Your character(the avatar in the upper right corner) says it all: Oh Bugger
Post edited May 27, 2021 by GamezRanker
I feel stupid. There was a switch on the wall to open the door again. Which makes it a very good prison cell of course. ;)
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PaterAlf: I feel stupid. There was a switch on the wall to open the door again. Which makes it a very good prison cell of course. ;)
Hello again, time travellers!

I knew that in the final stretch of missions in the SNES version of "Star Trek Starfleet Academy" it was quite difficult to reach a 100% score, but I did not remember how hard the last three of them could be. Anyway, I managed to finish all missions and even three alternative endings for the final test, the 'Kobayashi Maru' simulation (well known from the second movie "Star Trek II: The Wrath of Khan")!

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GamezRanker: (...) That looks like/reminds me of the Star Trek adventure games(the ship/combat portions).....very nice.
And hello, GamezRanker!
Indeed, those have some resemblence, but actually are far from being the first ones showcasing starship bridges in Star Trek video games. My first foray into Star Trek games was the "Star Trek 25th Anniversary" (from 1991) on the NES. Later, after collecting some screenshots, I might do a comparison...

But for now, let us continue my report:

[pictures 15 & 16]
Usually, the missions play out like this. We start with a lecture in the class room that contain some vague clues on our current mission. Then we get our mission briefing by Commander Rotherot in the briefing room, first showcasing the ship class allocated for the task--e.g. mission number 3 of the first study year (#103). After we got the objectives and maybe some answers to our questions, we had into the bridge simulator and begin our mission at a starfleet space dock (star base).
We open our star chart (map) in the navigation console and set our travel destination for engaging warp speed. Upon arrival in the chosen system, we might need to adjust the scanner ranges or initiate a routine scan of our surroundings in order to locate our objective (e.g. a planet, a space station or a certain ship) an navigate to it with impulse speed.
Achieving our mission objectives typically involves scanning, contacting (a lot of communicating), investigating, escorting, and not always, but in later missions increasingly also ship to ship combat.
When done, we return to our star base, again utilizing our map screen, and call in for the admiral to report about our mission success. Back in the briefing room, we receive our debriefing and evaluation of our mission score (in percentages) based on our performance and chosen solution. With at least a minimum score of 75% we can proceed to our next mission. There are varying degrees of mission success and failure! Then we conclude the day with some small talk with our bridge crew members and the bar man in the canteen before going to bed. (rince and repeat)

[pictures 17 & 18]
How are we doing the different things in the bridge simulator? Unlike the "Star Trek 25th Anniversary" game on the NES or the later PC version of "Starfleet Academy" we only have the main view of the bridge and access every station and ship or crew function by the console that gets displayed on the bridge's main screen. (There is no 'rotating to' or individual screen for each station as in both aforementioned games.)
Each menu screen of our console has up to six graphical icons, representing a station or function. The initial or main menu of our ship's console reads (from top left to right) 'Tactical Controls', 'Engineering', 'Science', (and then in the second row) 'Communications', 'Navigation', and 'close menu / back'.
The 'Tactical Controls' include the 'Tactical Options' (turn a display of shields and hull strength of the last targeted enemy ship on or off), the 'Alert' stage or phase (condition green=exploration, friendly / yellow alert=shields up, cautious / red alert=shields and weapons powered up, battlestations), and the 'Tractor Beam' (for carrying damaged vessels or for bringing smaller objects on board).
The 'Engineering' station shows a graph display of each subsystem condition of our ship. Those are 'Phasers' and 'Photon' torpedos (our two weapon systems), the 'Engines' (our implse and warp drive), the 'Hull' integrity, and the 'Shields' strength. Unfortunately, the SNES game does not distinguish between individual sections of the shields. Here, we also give a repair priority to one subsystem at a time to speed up the repair. Otherwise, the repairs are distributed to all systems, thus taking longer. Damage to the ship's hull can not be repaired in space and therefore, is irreversible during missions and can lead to troubles in longer or multi-stage missions.
The 'Science' station allow us to ask our Vulcanian science officer for a 'Status report' (basically some advise), change the 'Scanner Range' (radar display scale: long, normal, short or battle mode), to 'Scan the Sector / nearby vessel', or to access the 'Ship's Database' (mission specific background information).
Next, the 'Communications' station has the option to establish radio 'Contact' with a nearby vessel or planet in the current system or using 'Long Range Communication' to request a mission objectives statement (in case we forgot what we should do).
And finally, the 'Navigation' opens a star chart or star map for the ongoing mission were we select a system as warp speed travel destination. Each system is addressed with coordinates (for instance, 010.022) and displays an image of the main point of interest (star base, space station, star, nebular, neutral zone, etc.) on the right when moving our cursor over it.

[picture 19]
The game is divided in five 'study year' sections. The years one to four have each five missions to complete before continuing to the subsequent year (mission #101, #102, #103, #104 & #105, then #201, #202, and so on). The final year only consists of the (in)famous 'Kobayashi Maru Test' (mission #000), which is a recreation of the concluding exam of Starfleet as it was depicted in the second motion picture "Star Trek II: The Wrath of Khan"--an unfair personality test without a satisfying proper solution. In the beginning of each section or 'study year' we receive a new ship to pilot, starting with the 'Oberth-class', swithcing to the 'Marander-class' and then to three variations of the 'Constitution-class'.

I am sorry, but the overview of mission types and solution alternatives have to wait for the next time.
(Then, I am going to add screenshots of some (combat) action, as well.)

Kind regards,
foxgog
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Post edited May 27, 2021 by foxgog
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foxgog: (well known from the second movie "Star Trek II: The Wrath of Khan")!
Such a great film..............Khaaaaaaaaaaaaan!

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foxgog: My first foray into Star Trek games was the "Star Trek 25th Anniversary" (from 1991) on the NES.
That's actually the same name of the PC game I said looked like some of your screenshots. :)
(Judgment Rites also has a similar look to it's bridge bits)

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foxgog: Here, we also give a repair priority to one subsystem at a time to speed up the repair. Otherwise, the repairs are distributed to all systems, thus taking longer.
ST: 25th Anniversary for PC does this during it's combat portions as well
Hello everyone!

Let us take a look at the types of missions and some solution examples.

[pictures 20 & 21]
Some 'real' action (ship combat or special encounters) in the game.

The first 'year' of five missions is focussed on science objectives, hence we are using the 'Oberth-class' starship, which has only one torpedo and is not the fastest ship, at all. There are only two potential combat situations--fighting is fully optional!

#101:
It has us capturing and destroying a radioactive object that is in a steadily decaying orbit and soon will enter into a planet's atmosphere. A simple task: Get there in time to use the tractor beam, get some distance from the planet and destroying the object with our phasers. This mission is a kind of tutorial for basic ship function usage (navigation, communications, tractor beam, alerts, and weapons). We can put our own crew in danger, if we forget to raise our shields before approaching the radioactive target, and would loose points. Likewise, if we forget to lower the alert to condtion green, before returning and calling in our star base. (If we indeed happen to forget lowering the alert back to normal--lowering shields and deactivating our weapons by doing so--we can simply fly away to another star sector, lower the alert stage there, and return to our star base to end the mission without point loss.)
#102:
We investigate the disappearence of the USS Kitty Hawk, another Starfleet science vessel, following it's traces into unknown sectors, only to find it destroyed and to rescue survivors in escape capsules. It involves a lot of navigating and scanning, and a little bit of diplomacy to not jump to wrong conclusions and provoke aggression in a first contact with another species.
#103:
Is the first mission with an alternative combat solution. We shall rescue a freighter (the Murray) from attacking Venturi marauders. We can choose to either fight one Venturi vessel or negotiate with them. A 100% success score is only achievable if we also detect and disarm a hidden bomb, though.
#104:
A purely scientific and diplomatic mission. We try to do the impossible for us--researching an instable protostar with intense radiation which neither our ship nor our shield can withstand. Hence, we need to help and coorperate an unknown species. Our science goal is not achievable without a diplomatic approach.
#105:
Our target are three satellites (navigation boy) which allow the Venturi marauders to navigate through a nebular. This mission introduces the effects on a nebular on our ship's sensors, radar and shields. If we are fast enough or good in maneuvering, we can avoid fighting the Venturi ship(s) in the nebular. The 100% score is independent of our attacking and destroying of any of the Venturi vessels.

'Year' 2 is on board the 'Miranda-class' (known as 'Reliant' from the movie "Star Trek II: The Wrath of Khan") and includes traps and hidden objectives in varying degrees. Just two of three missions can be resolved successfully with combat. Only one fight is required!

#201:
This is a psycological test of our character, since it is a rescue operation in the Menith system, but we can not save all. So, who are going to be saved? A local governor and his family? A group of renown scientists? The Nval people (population from a plante's surface)? Or a merchant who claims to have prominent passengers on board? Saving one of the first two groups lead both to a 100% score. The Nval are way too many and only result in a partial success. The merchant is a trap (mission failure).
#202:
Investigate the Miraz passage, where merchant ships andfreighters are being destroyed by malfunctions. This one is about discovering and fast movement to an 'hidden' base without being destroyed by two Klingon 'Birds of Prey'. Combat is avoidable but highly propable and feasible.
#203:
Next is our first patrol mission with optional combat against Venturi. Alternative solution again involves diplomacy.
#204:
Now, it gets interesting! Our mission objective(s) get(s) updated during the mission. We can choose to aid a not so innocent merchant ('Harry Mudd' from TOS), but can get side tracked from our original objective to escort an astrophysics professor to the Hawking conference, which has a time limit. Mission result depend on our actions, combat, diplomacy, or refusing to help, as well as the timing.
#205:
Escort an embassador to a recently discovered civilization. But the Romulans try to be faster and to deceive us. Success actually requires to ignore the orders from the embassador!

'Year' 3 starts us on our first 'Constitution-class' (type 'Enterprise NCC-1701 A). The fourth and fifth mission of 'year' 3 are connected with the five missions of 'year' 4 and respresent 'What if'-scenarios with heavier focus on combat and potential war situations. Again, only three of the five missions include mandatory combat which can be reduced in each case to a one-on-one ship duel.

#301:
Defeat or send back the Romulan new prototype 'Phoenix'. Diplomacy can reduce the amount of combat, leaving only a one-on-one fight with the 'Phoenix' piloted by Romulan separatists. Destroying the 'Phoenix' does not seem possible. A 100% success score is the result of improving the relations with the Romulans and dealing with the 'Phoenix' by ourselves.
#302:
Here, we have to take back the hijacked Federation prototype 'Excelsior'. One-on-one ship combat is unavoidable. Destruction of the 'Excelsior' is not the only option, though.
#303:
Initially seem to be a routine mission, but the 'Zy' put us with one ship of each the Romulans, the Tholians and the Gorn in a kind of arena battle against each other. A combat solution is feasible. However, a nicer solution is available, letting the others deal with the actual threat, if we uncover the Zy's location and convince at least one of the other species!
#304:
Begin of the 'What if'-scenarios. We are at war with the Klingons. We are tasked with a patroling duty, but our objectives change during mission in order to discover a Klingon supply depot. There are three potential combat situations (against one 'K'tinga Cruiser', against two 'Birds of Prey', and against another 'Bird of Prey'), but fleeing from each of the three fights is possible without engaging in combat.
#305:
We are at war with the Gorn. Our task is to destroy four of their space ports. Combat is actually necessary against just one Gorn ship.

'Year' 4 continues the war scenario against the Gorn and introduces the Tholians, which really are a dangerous threat in the game. Combat can be reduced or even avoided entirely in the first two missions!

#401:
A 'secret mission' to discover the Gorn's attack plan on a Federation planet. Fighting either one or also a second Gorn ship as well as find and destroy their attack bomb. Time is crucial in this mission. Hence, the second fight is optional.
#402:
The Tholians enter the war with the Federation. We are again on patrol duty, need to discover their alliance with the Venturi, and probe a Tholian space station (requires proximity). No combat is necessary here to achieve a 100% score! Fleeing from two Tholian ships is possible. Optionally, we can fight another Tholian and a Venturi ship.
#403:
The war with the Gorn is at it's peak. We do patrol routes at the border and scan freighters for smuggled weapons. Two conflict are unavoidable--one against two Gorn ships, and another one against a single one.
#404:
The most difficult mission in the entire game! A series of combat situations without repair of our ship's hull arise while we try to protect Federation colonies. Three fights are unavoidable: one against a pair of Tholian ships, and two against a single Tholian ship each. The Tholian ships are very fast, smaller than the other ships, and can fire rapidly a plasma torpedo which does hull damage even when our shields are still functional!
#405:
The situation with the Tholians is still in tension, someone uses a Federation cruiser against the Tholians. Escalation is possible, but diplomacy reduces the necessity for combat to only fight one 'Constitution-class' in a nebular (without sensors or shields).

[pictures 22 & 23]
'Year' 5 is the 'Kobayashi Maru Test'.

#000:
We do a delivery job near the neutral zone between Federation and Klingon space. A distress signal calls us to recue the 300 men crew of the freighter 'Kobayashi Maru', whose systems are failing and which has drifted deep into the neutral zone. Do we follow protocal, stay out of the neutral zone and call for back up? Or do we act on our own, entering the neutral zone in an attempt to rescue the 'Kobayashi Maru' crew? A third solution is to offer help, but then continue nonetheless with our routine delivery without helping.
Of course violating the neutral zone provokes an attack by three Klingon 'K'tinga-cruisers' and it can not be won! On defeat of all three Klingon cruisers, a new group appears, and we are prevented from returning to Federation space.
I managed to defeat two waves of Klingon ships, but could not survive the third wave.

In summary, there are 21 missions overall in the campaign. Only 7 of them require ship-to-ship combat to achieve a 100% score! But 16 missions do allow for engaging in combat with varying degree of score percentage for success.

In my two upcoming final posts on "Star Trek Starfleet Academy: Starship Bridge Simulator" (SNES) I show you game ending screens and funny things.

Kind regards,
foxgog
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Post edited May 27, 2021 by foxgog
Albion is on sale, so I gave it a chance.

Minor spoilers from the very beginning of the game:

I haven't progressed far, I'm mostly just reading some newsflashes and talking to NPCs. Turns out that 200 years in the future humanity sucks just as much as we suck today. Still the same problems and issues. Money and corporations shape everything, rampant poverty and unemployment, tensions between the East and the West, underpaid workers go on strikes, religious extremism and unresolved moral issues.
At least we went to stars, right? We encountered other intelligent species, one we "accidentally" wiped out with some Earth virus, the other we treat like Europeans treated natives in colonial times. And now we're going to this supposedly deserted planet to basically strip mine it.
On top of that I'm on a ship run by an AI with an android body, our comms are down so we can't send messages to Earth and somebody died in a horrible way, but the AI assures me it was undoubtedly an accident.
Yeah, all is swell...


The game autosaves on exit, which is convenient. It also has some dungeon crawler parts, but thankfully it also has an automap. Again, really convenient. But on the other hand, when you have to punch numbers on a security lock, there's no number pad, you have to use a slider.
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I love it when a plan comes together! 12 trains, one station, one set of orders, all going for maintenance at regular intervals. Now the only bottleneck is wood production, but that will steadily increase with time.
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Matewis: Now the only bottleneck is wood production, but that will steadily increase with time.
Wood production a bottleneck? Yer surrounded by trees. o.0 ;D

Possible solution: turn trains into mobile tree harvesters/lumber mills
Post edited May 28, 2021 by GamezRanker