Memory Alpha
Memory Alpha
(Started adding plotlines. Will add more soon.)
m (→‎Missions: Split text into paragraphs... (MINOR))
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===Federation===
 
===Federation===
   
The game begins with the Enterprise encountering a rift in space. Through this rift emerges the USS Alexander, badly damaged, apparently having traveled back in time from the near future. The captain of the Alexander manages to contact Kirk and warn him of the impending destruction of the [[Federation]], before the Alexander explodes. The Enterprise travels to Espoir Station, a research station belonging to the Vardaine people indicated by the Captain of the Alexander to be the source of the catastrophe. Upon beaming on board, Kirk, Spock and McCoy are met by none other than Ies Breddell, the same villain who destroyed the ''[[USS Republic]]'' in [[Star Trek 25th Anniversary]]. He activates a powerful tractor beam to disable the enterprise and, after revealing his plan to use a cloaked secret weapon powered by a nearby singularity against the Federation, puts the three men in the brig.
+
The game begins with the Enterprise encountering a rift in space. Through this rift emerges the USS Alexander, badly damaged, apparently having traveled back in time from the near future. The captain of the Alexander manages to contact Kirk and warn him of the impending destruction of the [[Federation]], before the Alexander explodes.
  +
Our heroes escape the brig with the help of a sympathetic Vardaine named Menao Sheme. They proceed to extract information from the station's computer that confirms Breddell's plan to start a war with the Federation, and use it to convince the station's security personnel to help them stop Breddell. After completing their takeover of the station, the heroes have a show-down with Dr. Breddell in his quarters, where he is stunned. It is then revealed that the cloaked weapon is about to fire directly at sector 001 (Earth), but the heroes manage to disable it thanks to decyphering Breddell's access codes, decloaking the weapon, and releasing the enterprise from the tractor beam, allowing it to destroy the weapon. It is implied that Breddell himself is arrested and put on trial for war crimes.
 
  +
The Enterprise travels to Espoir Station, a research station belonging to the Vardaine people indicated by the Captain of the Alexander to be the source of the catastrophe. Upon beaming on board, Kirk, Spock and McCoy are met by none other than Ies Breddell, the same villain who destroyed the ''[[USS Republic]]'' in [[Star Trek 25th Anniversary]]. He activates a powerful tractor beam to disable the enterprise and, after revealing his plan to use a cloaked secret weapon powered by a nearby singularity against the Federation, puts the three men in the brig.
  +
  +
Our heroes escape the brig with the help of a sympathetic Vardaine named Menao Sheme. They proceed to extract information from the station's computer that confirms Breddell's plan to start a war with the Federation, and use it to convince the station's security personnel to help them stop Breddell.
  +
 
After completing their takeover of the station, the heroes have a show-down with Dr. Breddell in his quarters, where he is stunned. It is then revealed that the cloaked weapon is about to fire directly at sector 001 (Earth), but the heroes manage to disable it thanks to decyphering Breddell's access codes, decloaking the weapon, and releasing the enterprise from the tractor beam, allowing it to destroy the weapon. It is implied that Breddell himself is arrested and put on trial for war crimes.
   
 
===Sentinel===
 
===Sentinel===
   
 
The Enterprise is contacted by a survey ship, the USS Demeter, which is observing a stone-age species on the planet Balkos III. The ship's captain Gellman informs Kirk that upon scanning the planet, they were scanned themselves by a powerful beam, and retreated to the other side of the planet for safety. Kirk, Spock and McCoy beam down to an underground complex which is the location where the scanning beam originated. They discover an advanced and alien base under the planet's surface, and proceed to explore it despite numerous force fields barring their way and preventing access to the various technologically advanced machines.
 
The Enterprise is contacted by a survey ship, the USS Demeter, which is observing a stone-age species on the planet Balkos III. The ship's captain Gellman informs Kirk that upon scanning the planet, they were scanned themselves by a powerful beam, and retreated to the other side of the planet for safety. Kirk, Spock and McCoy beam down to an underground complex which is the location where the scanning beam originated. They discover an advanced and alien base under the planet's surface, and proceed to explore it despite numerous force fields barring their way and preventing access to the various technologically advanced machines.
  +
 
The heroes eventually use some of the unrestricted machinery to construct badges that allow them to deactivate several of the computer terminals, and must decypher the aliens' use of patterns in order to deactivate the force fields. Upon doing so, they discover that the purpose of this facility is to administer a pheromone to the Balkosians, which is causing them to become more aggressive. Spock also comes to the conclusion that the Balkosians themselves were placed on this planet by the same aliens who built the facility, as an experiment. Kirk theorizes that the experiment may actually be a test for the Enterprise crew, given the strange manner in which puzzles and problems are placed in their way.
 
The heroes eventually use some of the unrestricted machinery to construct badges that allow them to deactivate several of the computer terminals, and must decypher the aliens' use of patterns in order to deactivate the force fields. Upon doing so, they discover that the purpose of this facility is to administer a pheromone to the Balkosians, which is causing them to become more aggressive. Spock also comes to the conclusion that the Balkosians themselves were placed on this planet by the same aliens who built the facility, as an experiment. Kirk theorizes that the experiment may actually be a test for the Enterprise crew, given the strange manner in which puzzles and problems are placed in their way.
  +
 
Finally, they also discover a vast array of highly advanced technological data (primarily, techniques on creating three-dimensional holograms) cached in one of the computers - however the computer that distributes this data is, in a way, booby-trapped so that retrieving it would cause the alien pheromone to release into the planet's atmosphere, causing all Balkosians to become permanently aggressive.
 
Finally, they also discover a vast array of highly advanced technological data (primarily, techniques on creating three-dimensional holograms) cached in one of the computers - however the computer that distributes this data is, in a way, booby-trapped so that retrieving it would cause the alien pheromone to release into the planet's atmosphere, causing all Balkosians to become permanently aggressive.
  +
 
Eventually, Kirk decides to abandon the information cache in favor of disabling the pheromone machine, allowing the Balkosians to be free of outside influence. Upon beaming back to the Enterprise, Uhura receives a message coming directly from the planet below, which reads: "Subject suitable, testing continues". The meaning of this message remains unknown for now.
 
Eventually, Kirk decides to abandon the information cache in favor of disabling the pheromone machine, allowing the Balkosians to be free of outside influence. Upon beaming back to the Enterprise, Uhura receives a message coming directly from the planet below, which reads: "Subject suitable, testing continues". The meaning of this message remains unknown for now.
   
Line 38: Line 46:
   
 
The Enterprise is scheduled to explore radiation clouds in the area, when they are contacted by Starfleet and asked to investigate the disappearance of three Federation vessels in the area of the Delphi system. The latest vessel to disappear was the ''USS Zimbabwe''.
 
The Enterprise is scheduled to explore radiation clouds in the area, when they are contacted by Starfleet and asked to investigate the disappearance of three Federation vessels in the area of the Delphi system. The latest vessel to disappear was the ''USS Zimbabwe''.
  +
 
Upon reaching the Delphi system, the Enterprise encounters a World War I triplane, specifically a Fokker DR-1 painted red (similar to that of the flying ace The "Red" Baron von Richthofen), piloted by none other than [[Trelane]], an all-powerful but childish alien being obsessed with Earth's wars. Trelane proceeds to pummel the Enterprise, and eventually (whether the battle is won or lost), whisks Kirk, Spock and McCoy to an inaccurate recreation of the fictional town of Gothos in 1918 Germany - specifically to a makeshift prison (a wine cellar) beneath one of the town's buildings.
 
Upon reaching the Delphi system, the Enterprise encounters a World War I triplane, specifically a Fokker DR-1 painted red (similar to that of the flying ace The "Red" Baron von Richthofen), piloted by none other than [[Trelane]], an all-powerful but childish alien being obsessed with Earth's wars. Trelane proceeds to pummel the Enterprise, and eventually (whether the battle is won or lost), whisks Kirk, Spock and McCoy to an inaccurate recreation of the fictional town of Gothos in 1918 Germany - specifically to a makeshift prison (a wine cellar) beneath one of the town's buildings.
  +
In the cellar, our heroes meet the captain of the ''Zimbabwe'', one Commander Ellis, who blames kirk for the death of his [[Red Shirt]] friend on one of the Enterprise's away missions. Nonetheless, Ellis helps our heroes escape the cellar, and they begin to explore the town. They meet several stereotypical characters in the town, including a female spy working for the French, several patriotic Germans, and those who are opposed to the war. The town's residents, who are later revealed to be the mind-altered crew of the freighter Shinobi (one of the kidnapped vessels), believe that Kirk is in fact "Lt. Col. Jimmy Kirk", an American flying ace and nemesis of Baron von Gothos (Trelane), but extend great courtesy towards him. This allows Kirk to explore the town. Our heroes spend some of their time running various errands for the townsfolk to earn money, as well as gain their support in acquiring various mundane objects (like a clock, a blackboard, and a locket) which are emanating incredible power. These objects apparently contain some of Trelane's power within them, and Spock theorizes that destroying these objects would disrupt the force-field protecting Trelane's castle, which overlooks the town.
+
In the cellar, our heroes meet the captain of the ''Zimbabwe'', one Commander Ellis, who blames kirk for the death of his [[Red Shirt]] friend on one of the Enterprise's away missions. Nonetheless, Ellis helps our heroes escape the cellar, and they begin to explore the town. They meet several stereotypical characters in the town, including a female spy working for the French, several patriotic Germans, and those who are opposed to the war. The town's residents, who are later revealed to be the mind-altered crew of the freighter Shinobi (one of the kidnapped vessels), believe that Kirk is in fact "Lt. Col. Jimmy Kirk", an American flying ace and nemesis of Baron von Gothos (Trelane), but extend great courtesy towards him. This allows Kirk to explore the town.
  +
  +
Our heroes spend some of their time running various errands for the townsfolk to earn money, as well as gain their support in acquiring various mundane objects (like a clock, a blackboard, and a locket) which are emanating incredible power. These objects apparently contain some of Trelane's power within them, and Spock theorizes that destroying these objects would disrupt the force-field protecting Trelane's castle, which overlooks the town.
  +
 
Among other things, Kirk has an argument with a fictional fascist military officer about the merits of republicanism vs. dictatorship, breaks into the local armory to steal a package of dynamite (to destroy the objects of power he collects), displays his skill in playing poker, and helps a old one-armed war veteran of the Franco-Prussian War clean his apartment. Of note is one scene of a front-line trench right next to the town, where a lone German soldier lies perpetually dying "for dramatic effect". It is made clear that the town is a romanticized version of wartime Germany, and reflects little of the true horrors of World War I.
 
Among other things, Kirk has an argument with a fictional fascist military officer about the merits of republicanism vs. dictatorship, breaks into the local armory to steal a package of dynamite (to destroy the objects of power he collects), displays his skill in playing poker, and helps a old one-armed war veteran of the Franco-Prussian War clean his apartment. Of note is one scene of a front-line trench right next to the town, where a lone German soldier lies perpetually dying "for dramatic effect". It is made clear that the town is a romanticized version of wartime Germany, and reflects little of the true horrors of World War I.
  +
 
Finally, our heroes put the three objects of power into Trelane's triplane (the fourth and last object of power) and destroy it with explosives. This prompts Trelane to transport them into his castle, where they discover all four hijacked ships (including the Enterprise) shrunk down into bottles on Trelane's mantle. Kirk at first attempts to convince Trelane that his parents are coming to punish him for his mischief. When this fails, Kirk tries to reason with Trelane, persuading him to scan the Enterprise's data-banks and make a true recreation of the war as it really happened. Trelane transports himself and Kirk into a bloody and grim scene of a true wartime trench, littered with bodies and black mud. Kirk proceeds to explain that there was nothing glorious nor romantic about the war, and eventually convinces Trelane to explore the matter less superficially. Trelane releases the ships, but hints that he and Kirk will meet again in the future.
 
Finally, our heroes put the three objects of power into Trelane's triplane (the fourth and last object of power) and destroy it with explosives. This prompts Trelane to transport them into his castle, where they discover all four hijacked ships (including the Enterprise) shrunk down into bottles on Trelane's mantle. Kirk at first attempts to convince Trelane that his parents are coming to punish him for his mischief. When this fails, Kirk tries to reason with Trelane, persuading him to scan the Enterprise's data-banks and make a true recreation of the war as it really happened. Trelane transports himself and Kirk into a bloody and grim scene of a true wartime trench, littered with bodies and black mud. Kirk proceeds to explain that there was nothing glorious nor romantic about the war, and eventually convinces Trelane to explore the matter less superficially. Trelane releases the ships, but hints that he and Kirk will meet again in the future.
 
In the epilogue for this mission, it is revealed that Kirk and Commander Ellis, who spend some of the mission exchanging harsh words, have finally let their mutual aggressions out through a game of Zero-Gravity Squash. Kirk says that he put in a request to transfer Ellis to the Enterprise.
 
In the epilogue for this mission, it is revealed that Kirk and Commander Ellis, who spend some of the mission exchanging harsh words, have finally let their mutual aggressions out through a game of Zero-Gravity Squash. Kirk says that he put in a request to transfer Ellis to the Enterprise.
 
   
 
==Credits==
 
==Credits==

Revision as of 22:22, 12 October 2010

Template:Realworld

Star Trek: Judgment Rites is a video game published by Interplay, which serves as a sequel to Star Trek: 25th Anniversary. The game engine is nearly identical to that of its predecessor, with some minor improvements in graphics and gameplay, such as the varying makeup of the landing party. These landing parties are always led by James T. Kirk, who is the only character the player directly controls.

The game is separated into eight parts, making the game episodic in nature. The parts are mostly self-contained, except for the final two missions which are directly connected. There is also a subtle overarching plot which is resolved in the end. The plotlines are varied, including a hostile takeover of a Federation research facility, exploring strange alien environments and the return of Trelane, now infatuated with the first World War.

The game was published on both floppies and CD-ROM. As with Star Trek: 25th Anniversary, the enhanced CD-ROM version includes voice acting by the original regular cast. In addition, William Campbell reprises his role as Trelane and Majel Barrett voices the on-board computer on the USS Enterprise. Unfortunately, this required the computer's database to be trimmed significantly, as in the floppy version it contained a plethora of information from TOS which was not crucial for finishing the game.

Judgment Rites was also released in a Limited Collector's Edition. This included the enhanced CD-ROM version of the game, another CD-ROM with a behind-the-scenes documentary and interviews with Gene Roddenberry and Leonard Nimoy, a specially designed badge, and a video cassette containing the episode "The City on the Edge of Forever" (The UK version of this video cassette also contained the previous episode, "Errand of Mercy"). A different, earlier limited collector's edition had the game on 3.5" floppies and contained a VHS video cassette of the Star Trek movie Star Trek II: The Wrath of Khan.

With the exception of the canceled game Star Trek: Secret of Vulcan Fury, which was originally intended to feature the entire original cast, DeForest Kelley's participation in lending his voice to Judgment Rites marked the final occasion in which he portrayed the role of Leonard McCoy.

Missions

Note: This describes as closely as possible the intended sequence of each mission, as required for attaining "100% completion" or close to it. It may be possible, by following slightly different actions, to achieve a higher score.

Federation

The game begins with the Enterprise encountering a rift in space. Through this rift emerges the USS Alexander, badly damaged, apparently having traveled back in time from the near future. The captain of the Alexander manages to contact Kirk and warn him of the impending destruction of the Federation, before the Alexander explodes.

The Enterprise travels to Espoir Station, a research station belonging to the Vardaine people indicated by the Captain of the Alexander to be the source of the catastrophe. Upon beaming on board, Kirk, Spock and McCoy are met by none other than Ies Breddell, the same villain who destroyed the USS Republic in Star Trek 25th Anniversary. He activates a powerful tractor beam to disable the enterprise and, after revealing his plan to use a cloaked secret weapon powered by a nearby singularity against the Federation, puts the three men in the brig.

Our heroes escape the brig with the help of a sympathetic Vardaine named Menao Sheme. They proceed to extract information from the station's computer that confirms Breddell's plan to start a war with the Federation, and use it to convince the station's security personnel to help them stop Breddell.

After completing their takeover of the station, the heroes have a show-down with Dr. Breddell in his quarters, where he is stunned. It is then revealed that the cloaked weapon is about to fire directly at sector 001 (Earth), but the heroes manage to disable it thanks to decyphering Breddell's access codes, decloaking the weapon, and releasing the enterprise from the tractor beam, allowing it to destroy the weapon. It is implied that Breddell himself is arrested and put on trial for war crimes.

Sentinel

The Enterprise is contacted by a survey ship, the USS Demeter, which is observing a stone-age species on the planet Balkos III. The ship's captain Gellman informs Kirk that upon scanning the planet, they were scanned themselves by a powerful beam, and retreated to the other side of the planet for safety. Kirk, Spock and McCoy beam down to an underground complex which is the location where the scanning beam originated. They discover an advanced and alien base under the planet's surface, and proceed to explore it despite numerous force fields barring their way and preventing access to the various technologically advanced machines.

The heroes eventually use some of the unrestricted machinery to construct badges that allow them to deactivate several of the computer terminals, and must decypher the aliens' use of patterns in order to deactivate the force fields. Upon doing so, they discover that the purpose of this facility is to administer a pheromone to the Balkosians, which is causing them to become more aggressive. Spock also comes to the conclusion that the Balkosians themselves were placed on this planet by the same aliens who built the facility, as an experiment. Kirk theorizes that the experiment may actually be a test for the Enterprise crew, given the strange manner in which puzzles and problems are placed in their way.

Finally, they also discover a vast array of highly advanced technological data (primarily, techniques on creating three-dimensional holograms) cached in one of the computers - however the computer that distributes this data is, in a way, booby-trapped so that retrieving it would cause the alien pheromone to release into the planet's atmosphere, causing all Balkosians to become permanently aggressive.

Eventually, Kirk decides to abandon the information cache in favor of disabling the pheromone machine, allowing the Balkosians to be free of outside influence. Upon beaming back to the Enterprise, Uhura receives a message coming directly from the planet below, which reads: "Subject suitable, testing continues". The meaning of this message remains unknown for now.

No Man's Land

The Enterprise is scheduled to explore radiation clouds in the area, when they are contacted by Starfleet and asked to investigate the disappearance of three Federation vessels in the area of the Delphi system. The latest vessel to disappear was the USS Zimbabwe.

Upon reaching the Delphi system, the Enterprise encounters a World War I triplane, specifically a Fokker DR-1 painted red (similar to that of the flying ace The "Red" Baron von Richthofen), piloted by none other than Trelane, an all-powerful but childish alien being obsessed with Earth's wars. Trelane proceeds to pummel the Enterprise, and eventually (whether the battle is won or lost), whisks Kirk, Spock and McCoy to an inaccurate recreation of the fictional town of Gothos in 1918 Germany - specifically to a makeshift prison (a wine cellar) beneath one of the town's buildings.

In the cellar, our heroes meet the captain of the Zimbabwe, one Commander Ellis, who blames kirk for the death of his Red Shirt friend on one of the Enterprise's away missions. Nonetheless, Ellis helps our heroes escape the cellar, and they begin to explore the town. They meet several stereotypical characters in the town, including a female spy working for the French, several patriotic Germans, and those who are opposed to the war. The town's residents, who are later revealed to be the mind-altered crew of the freighter Shinobi (one of the kidnapped vessels), believe that Kirk is in fact "Lt. Col. Jimmy Kirk", an American flying ace and nemesis of Baron von Gothos (Trelane), but extend great courtesy towards him. This allows Kirk to explore the town.

Our heroes spend some of their time running various errands for the townsfolk to earn money, as well as gain their support in acquiring various mundane objects (like a clock, a blackboard, and a locket) which are emanating incredible power. These objects apparently contain some of Trelane's power within them, and Spock theorizes that destroying these objects would disrupt the force-field protecting Trelane's castle, which overlooks the town.

Among other things, Kirk has an argument with a fictional fascist military officer about the merits of republicanism vs. dictatorship, breaks into the local armory to steal a package of dynamite (to destroy the objects of power he collects), displays his skill in playing poker, and helps a old one-armed war veteran of the Franco-Prussian War clean his apartment. Of note is one scene of a front-line trench right next to the town, where a lone German soldier lies perpetually dying "for dramatic effect". It is made clear that the town is a romanticized version of wartime Germany, and reflects little of the true horrors of World War I.

Finally, our heroes put the three objects of power into Trelane's triplane (the fourth and last object of power) and destroy it with explosives. This prompts Trelane to transport them into his castle, where they discover all four hijacked ships (including the Enterprise) shrunk down into bottles on Trelane's mantle. Kirk at first attempts to convince Trelane that his parents are coming to punish him for his mischief. When this fails, Kirk tries to reason with Trelane, persuading him to scan the Enterprise's data-banks and make a true recreation of the war as it really happened. Trelane transports himself and Kirk into a bloody and grim scene of a true wartime trench, littered with bodies and black mud. Kirk proceeds to explain that there was nothing glorious nor romantic about the war, and eventually convinces Trelane to explore the matter less superficially. Trelane releases the ships, but hints that he and Kirk will meet again in the future. In the epilogue for this mission, it is revealed that Kirk and Commander Ellis, who spend some of the mission exchanging harsh words, have finally let their mutual aggressions out through a game of Zero-Gravity Squash. Kirk says that he put in a request to transfer Ellis to the Enterprise.

Credits

Starring

Costarring

Guest starring

Featuring

Other voice cast

Federation

Sentinel

Yet There is Method in it

Light and Darkness

Voids

No Man's Land

Museum Piece

Though This be Madness

Crew

  • Executive Producer: Brian Fargo
  • Producers: Jacob R. Buchert III, Bruce Schlickbernd
  • Associate Producer: Scott Everts
  • Art Director: Todd J. Camasta
  • Main Programmers: Paul Allen Edelstein and Jayesh J. Patel
  • Set Design: Lil' Ganster Entertainment
  • Set Design for Light and Darkness: Phil Hanks and Frank Mandiola
  • Set Cleanup and Miscellaneous Props: Molly Talbot
  • Director 3D Imaging: Robert Nesler
  • 3D Modeling and Cinematographic Sequences: Thomas Glinskas and Michael Packard
  • Opening Movie Rendering: Tim Wilcox
  • Opening Movie Processing: Paul Allen Edelstein and Bill Stoudt
  • Additional System Programming: Robert E. Heitman (Triton Interactive)
  • Additional Scripting: Matt Blair (Triton Interactive)
  • Additional Animations: Katherin Heitman (Triton Interactive)
  • Sound Mastering: Craig Duman
  • Sound Editing: Chris Borders, Sergio A. Bustamante II
  • Additional Sound Effects: Larry Peacock, Sergio A. Bustamante II
  • Director of Quality Assurance (Enhanced CD Version): Jeremy S. Barnes
  • Assistant Director of Quality Assurance (Enhanced CD Version): David L. Simon
  • IS Manager: Darren L. Monahan
  • Compatibility Manager: John Werner
  • Lead Tester (Enhanced CD Version): Lawrence Smith
  • Assistant Lead Tester (Enhanced CD Version): Jeff Woods
  • Testers (Enhanced CD Version) Marc Duran, Savina Greene, Daryl Guetzkow, David Hendee, Cory Nelson, Phuong Nguyen, Quinn Summers, and Steve Thesken
  • Very Special Thanks Scott Bennie and Scott Everts
  • Producer (Enhanced CD Version): Ken Allen
  • Line Producer (Enhanced CD Version): Todd Loenhorst
  • Star Trek Theme Rendition: Richard Band
  • Star Trek Theme Composers: Alexander Courage and Gene Roddenberry
  • Music From Star Trek: 25th Anniversary: David Govett and George Alistair Sanger
  • Sound and Music: Gregory R. Allen
  • Additional Music Conversions: Rick Jackson
  • Digital Sound Effects: Gregory R. Allen, Charles Deenen, and Clive Mizumoto
  • Sound Effects Assistance: Brian Luzietti
  • MT‑32 Sound Effects: Rick Jackson and George Alistair Sanger
  • Directors of Quality Assurance (Original Floppy Disk Version): Kerry Garrison and Kirk Tome
  • Assistant Director of Quality Assurance (Original Floppy Disk Version): Rodney N. Relosa
  • Lead Tester (Original Floppy Disk Version): Floyd Grubb
  • Testing Crew (Original Floppy Disk Version): William Church, Raphael Goodman, Michael Packard, Vun Renich, Dean Schulte, John Sramek, and Christoper A. Tremmel
  • Manual Text: Scott Bennie, Jacob R. Buchert III, Scott Everts, Kelly O'Guinn, and Bruce Schlickbernd
  • Manual Design: Larry Fukuoka and Ed Rubin
  • Movie and Sound Pack Coproducers: Scott Everts and Wesley Yanagi
  • "Federation" Writer: Scott Bennie
  • "Federation" Directors: Greg Christensen and Mark Whittlesey
  • "Federation" Costumes and Special Effects: George Almond and Scott Bieser
  • "Sentinel" Writer: Mark O'Green
  • "Sentinel" Director: Chris DeSalvo
  • "Sentinel" Costumes and Special Effects: Bryon Carson and Arlene C. Somers
  • "No Man's Land" Writer: Scott Bennie
  • "No Man's Land" Director: Chris Jones
  • "No Man's Land" Costumes and Special Effects: George Almond, Scott Bieser, Todd J. Camasta, Scott Mathews, and Bruce Schlickbernd
  • "Light and Darkness" Writer: Michael A. Stackpole
  • "Light and Darkness" Director: Chris DeSalvo
  • "Light and Darkness" Costumes and Special Effects: Todd J. Camasta
  • "Voids" Writer: Scott Bennie
  • "Voids" Directors: Greg Christensen and Mark Whittlesey
  • "Voids" Costumes and Special Effects: Cheryl Austin and Eddie Rainwater
  • "Museum Piece" Writer: Mark O'Green
  • "Museum Piece" Director: Wesley Yanagi
  • "Museum Piece" Costumes and Special Effects: George Almond, Scott Mathews, and Bruce Schlickbernd
  • "Though This be Madness" Writer: Elizabeth T. Danforth
  • "Though This be Madness" Director: Wesley Yanagi
  • "Though This be Madness" Costumes and Special Effects: Cheryl Austin, Bryon Carson, Eddie Rainwater, and Arlene C. Somers
  • "Yet There is Method in it" Writer: Elizabeth T. Danforth
  • "Yet There is Method in it" Director: Mark Whittlesey
  • "Yet There is Method in it" Costumes and Special Effects: George Almond, Scott Bieser
  • Spoken Dialog Recorded at: Hollywood, Interplay Productions Inc., Post Logic
  • Dialogue Recording Engineer: Bryant Arnett (at Post Logic Studios)
  • Casting and Voice Direction: Melodee M. Spevack, Michael McConnohie, and The Voiceworks

Collector's Disc credits

  • Executive Producer: Alan Pavlish
  • Producer: Ken Allen
  • Director for Gene Roddenberry Interview Footage: Don Beck
  • Director for Leonard Nimoy Interview Footage: Lester Wisbrod
  • Documentary Script: Richard Mulligan
  • Documentary Video Editing: Dennis M. Miller
  • Layout And Design: Todd Loenhorst
  • Rendered Images: Tim Wilcox
  • Sound Effects: Charles Deenan
  • Sound Mastering: Craig Duman and Sergio A. Bustamante II
  • Video Digitizing and Mastering: Bill Stoudt
  • Biographical Sketches: Ken Allen
  • Programming: Chris Jones, John Price, and Paul Allen Edelstein

External links