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