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Old Trek Game Proposal Concept Art

Wow! I have a feeling I would have love this game! I imagine it wouldn't quite usurp my favorite space combat game from those years (TIE Fighter for PC) but I bet it would come close. Any chance of making this playable as a Flash game or something like that? It seems pretty simple. But then, beyond writing little codes to italicize words on forums and writing simple formulae in spreadsheet applications, I'm certainly no programmer. but it sure would be fun to actually play!

--Alex
Well, maybe not THAT easy to program. for one thing, it was a game pitch, not a finished design, so there were a lot of things still to be worked out. Ever played Star Raiders? Basically, the game was like that, where enemy ships are intruding into your space and you have to zip around and take them out before they can destroy Starbases and Spacedocks. The Romulan ships could cloak (natch), so you had to fire using motion sensors only when they were invisible. Furthermore, Romulans could overrun Starbases and Spacedocks, and you'd shift gears from a space combat more to a run and shoot game where you'd try to clear out the intruders, who, in the worst of circumstances, would steal away with a drydocked Starfleet ship and try to get it back to Romulan space to be dissected. In fact, the animated demo concluded with a Miranda being stolen and nailing the player to the wall. Game Over.


DS9Sega, I hope it's okay that I animated some of these sprites. I'm not sure if I got all of them right, though. :)

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Mostly right! Albeit it looks like you took the bounce out of the runs in the side views. Also, if you look above the beaming redshirt sprites you'll notice some transporter sparkles over a neutral backgrond. It should start with that, go to the full figure sparkles, and finish with the frames where you can see the guard through the twinklies. Finally, he should be standing there, hale and hearty and ready to be shot. You then reverse it for the beamout.

Looking at these, I kinda cringe. Then again, I think these were the first human run cycles I ever animated, and I still had a lot to learn.
 
Wow, those look really good, NCC-1701. :)

I really love those screencaps, DS9Sega. I would have bought this game in a heartbeat! :D
 
DUDE! I think I remember this game prototype from the old Novatari days! You were working with some other guy - his name eludes me - from the Philippines, I think? Hard to believe it's been over 20 years now. I think I may still have a copy of that magazine that your pics appeared in and I was waiting for that game to appear - the multiple views of the Reliant kicked my memory into high gear and it all fell into place. Did you ever finish this game? It looked amazing for the tech of that time.
 
I really like your hand drawings and 8-Bit sprites, DS9Sega, they're alot like my artwork. I was most impressed by the Starfleet and Romulan uniforms.
 
I keep looking at that communicator... such an awesome and logical design.

Fucking JJ.
 
DUDE! I think I remember this game prototype from the old Novatari days! You were working with some other guy - his name eludes me - from the Philippines, I think? Hard to believe it's been over 20 years now. I think I may still have a copy of that magazine that your pics appeared in and I was waiting for that game to appear - the multiple views of the Reliant kicked my memory into high gear and it all fell into place. Did you ever finish this game? It looked amazing for the tech of that time.
If you read the whole thread, you'd find that it was a proposal that Simon & Schuster rejected because they wanted something that didn't require hand-eye coordination...like "Manhole" on the Mac. As such, the proposal ended with the animated demo. There was never any programming.

The second proposal was a lengthy document with some sketches and a few screen mockups. I'm glad some of you guys like the communicators. I was very fond of them because I felt they seemed related yet different enough to be a logical predecessor, and still visually interesting.
 
If you read the whole thread, you'd find that it was a proposal that Simon & Schuster rejected because they wanted something that didn't require hand-eye coordination...like "Manhole" on the Mac.
Ah, Manhole, Cosmic Osmo, Spaceship Warlock. Everybody loaths them but me.

I tell you what DS9, those screenshots of the interior of Space Dock with the player's ship undergoing repairs is my favorite part about the game. Call me a sucker for old time cinematic, but I love all the activity that's going on. The space tugs, the Miranda-class ship in the background and the astronaut waving is just spot on in the things I remembered liking most about games like this.
 
OK peeps, I figured out a way to output the animations for my now-ancient "Balance of Terror"game proposal through an emulator, and have converted all the source material and reconstructed the entire video of simulated gameplay that accompanied the pitch to Simon & Schuster way back in 1987. Consider it pre-vis in the days before pre-vis.

Here's the video in all it's state-of-the-art 1986 home computer glory.
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http://www.youtube.com/watch?v=qrqcawTaWqg
It's pretty much as submitted, just with a much more robust sound mix thanks to today's greater availability of sound effects from TOS.

Here's an article I wrote for a magazine covering the making of the demo 20+ years ago.
 
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Coincidentally, in the post-ENT novels covering the Romulan War, the Roms are using fighter-sized strike craft to avoid detection, and this design could work really well for those. I think there was even a line saying the fighters resembled smaller versions of their mother ship....
 
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