DS9 Stories/News: Reason #65 Why I Love DS9 – Kukalaka

Source: http://www.xplosionofawesome.com/2011/03/reason-65-why-i-love-ds9-kukalaka.html

There are many reasons why I love Star Trek: Deep Space Nine and why it remains my favorite of the Star Trek franchise.

Reason #65: Kukalaka

Doctor Julian Bashir‘s first patient was Kukalaka. As a child Bashir restuffed and stitched his teddy bear back together performing his first surgery at the age of five. And he’s been mending his friend ever since.

Kukalaka is refered to in a handful of episodes including “In the Cards” when Bashir enlists the help of Jake Sisko and Nog to recover his childhood friend from Lita (who refused to give him back after the pair’s relationship ended) and, if you’re quick, you can catch a glimpses of him in Bashir’s quarters in “The Quickening” and “Inquisition.”

DS9 Stories/News: Star Trek: Deep Space Nine – Crossroads of Time (Genesis/Mega Drive) (4)

Oh right, I forgot about this bit. I have go systematically speak to every NPC on the station until one of them says something useful, then go do it all over again until one of them finally lets me go on a mission.

LATER.

Are you the one I’m supposed to be talking to now? No? Right, okay, moving on.

LATER.

AAAAAGGGGHHHH, this is driving me crazy!

EVENTUALLY…

Finally they let me have a little more gameplay! This time I’m flying a spaceship through a wormhole. I’m tasked with flying up, and sometimes down, to avoid hitting the… glowy strands of blue.

I’m sure this doesn’t actually go on for two hours, but that’s what it felt like.

Then I get to do five minutes of shooting against some asteroids and some poor ship that doesn’t fire back, and it’s back to the station.

And then it’s back to running around. Talking to every damn NPC. Again.

I know it’s a Star Trek game and everything, but I really wouldn’t have minded if there was less talking and more gameplay. Don’t get me wrong, if (for instance) Bethesda had actually made that Star Trek RPG they were thinking about before deciding they loved Fallout more I’d be all for talking to those NPCs. But this is just annoying.

LATER.

Level three at last!

I’m free, I’m finally free! Free to jump around these shitty looking wooden beams covered in thorns and evil fruit that jumps off and tries to kill me!

Oh fuck it, I’m just going to walk.

And then three steps later I fall down an invisible underwater pit and instantly die.

They’re putting me all the way back here again? Seriously? You know, if I’d started back at the beginning of the wooden beam planet I probably would have kept playing, but there’s no way I’m going through this NPC scavenger hunt again.

And then they never made another Star Trek platformer again. I hope.

Next game!

http://superadventuresingaming.blogspot.com/2011/12/star-trek-deep-space-nine-crossroads-of.html

DS9 Stories/News: Star Trek: Deep Space Nine – Crossroads of Time (Genesis/Mega Drive) (3)

Shit! I’m not liking this inventory. I have to hold down the A button to bring it up and assign an item to my hand, and tap it to switch between assigned items. There’s two problems with this:

  1. I can’t quick draw my phaser and gun down my enemies if I’ve forgotten to assign it to a hand.
  2. I have to hold down A to use the lifts too. So half the time when I’m trying to move a lift around, I end up bringing my items up instead. And I can’t make a quick escape when my inventory screen’s open.

And every time I get killed I’m thrown back to the password screen and have to reassign my items.

Seven seconds left. Damn, I’m really cutting it close on some of these grenades. Plus I’ll probably have to spend three seconds trying to line him up with the ejection tube correctly so he’ll flush the thing.

Still, I’m just glad I found the damn tube for once. Half the time I end up totally lost and get blown up by the bomb in my hand.

On the next section they start throwing these tricorder jammers in too. I can’t tell where nearby bombs are on my radar until I find and break the jammers.

Yeah, the inventory popping up when I’m on a lift isn’t getting any less annoying. I’ve got a time limit here!

Okay I admit, it’s my fault. If I was properly centered on the lift the menu wouldn’t come up. But I don’t have time to properly center myself on every lift, I’ve got a time limit here!

I’ve finally reached the third section of the level, and it’s getting very Prince of Persia now. There’s no lift to ride here, so I have to jump from ledge to ledge to reach the bombs. Then back down again to flush them.

And every time I miss a ledge and fall I’m put all the way back at the start of the level again. Crap.

A FEW DEATHS LATER.

I don’t actually mind jumping between a maze of ledges over a fatal drop. I don’t even mind the time limit. The thing that’s really starting to annoy me though, is that I have to replay this huge level every time I fuck up. That’s two entire sections of bomb disposal I have to repeat, over and over and over.

I should probably quit now, but I can’t help being implausibly curious about what’s on the next level. It can’t all be bomb disposal to the end, right?

TWO AND A HALF SECTIONS OF BOMB DISPOSAL LATER.

Okay, made a jump. So far so good. I’ll have to keep throwing myself at ledges like this until I find the next bomb, and even a single missed jump is likely to get Sisko killed.

And then when I find the bomb I’ve got seconds to jump all the way back down again.

The SNES version’s still pretty similar, and no less annoying. Well I guess it doesn’t have the inventory/lift button problem, so it has that going for it.

The hero sprite seems a bit invisible in these shots, but he shows up pretty well in game thanks to the parallax scrolling background. These lift rails look way too much like platforms I can stand on though.

THREE MILLION MISSED JUMPS LATER.

I… don’t believe I actually did it. Hah!

Level complete and I NEVER HAVE TO DO IT AGAIN.

BUT THEN…

DS9 Stories/News: Star Trek: Deep Space Nine – Crossroads of Time (Genesis/Mega Drive) (2)

Right, awesome, can I go there now? Fantastic!

ONE TRIP ALL THE WAY DOWN BACK TO THE DOOR LATER.

Finally I’m allowed inside the docking pylon to find out who’s going around beating up my technicians. Doesn’t look like this guy will be needing this gun any more, so I’ll hold onto it for now.

The SNES version looks pretty similar, though it seems to have been entirely redrawn. The lead designer actually apologised for this version saying it’s “a very poor port”, but to be honest it seems more or less the same so far to me.

This lift’s broken, but Sisko can climb up ledges like he’s the Prince of Persia, so getting to the top wasn’t a struggle. I wouldn’t want see what happens if he falls though.

Hang on, what’s this? This guy’s acting very suspiciously. I think I’m going to have to go over and have a word.

Son of a biiiiiiiiiitch…

EVENTUALLY.

Okay, I had to climb back up a few times, but eventually I was able to subdue the perp and confiscate his timed explosive. With seconds left on the clock I flush it down the convenient ‘emergency ejection tube’ on the wall next to me.

The bad news is, all those other green dots showing up on my radar are bombs too, and the timer’s running.

Hah, I was ready for you this time.

These guys are a pain in the ass, but easy to take down if I’ve got my phaser equipped and I’m paying attention. The trouble is that half the time I’m not paying attention, I’m looking at my radar trying to find the next bomb.

Awesome. I can finally relax for a minute and listen to this semi-decent password screen music. Sadly SNES players don’t get any password music.

And I’m back in the game. This time those sneaky enemies have hidden the grenades, so I have to switch to my tricorder to sweep the area and make them appear as orange diamonds. Actually screw that, I think I’ll be fine just going off the green dots on the radar.

The trouble is that whenever I pick up a bomb I get mere seconds to flush it, and the ejection tubes don’t have any radar dots

Using the computer terminals brings up a map of the level, and holy shit it is big. A giant maze of lift shafts and dead ends, and this isn’t even all of it. The map scrolls.

Those purple things are the ejection tubes I’ll have to run to each time I find a bomb. There’s no way I’m going to remember where they are though.

DS9 Stories/News: Some ‘Deep’ Talk with Alexander Siddig (1)

Source: http://www.ugo.com/movies/alexander-siddig-interview

We chat with one of Sci-Fi’s greatest doctors about DS9 and his new indie hit Cairo Time.

By Jordan Hoffman May 6, 2010

On Being Bashir:

Jordan Hoffman: Before we talk about your new indie Cairo Time, let’s talk about the greatest television series in the history of time, Star Trek: Deep Space Nine. It’ll always be the greatest and, for better or worse, no matter where you go we will always love Dr. Bashir and his adventures. The show has been off the air for -

Alexander Siddig: A decade.

Jordan Hoffman: Over a decade.

Alexander Siddig: Yeah, a decade and then some.

Jordan Hoffman: I’m just curious to know, now that you’ve got a lot of time behind it, what it’s like if you’re flipping channels or somebody calls you Dr. Bashir on the street?

Alexander Siddig: You know, I got over the whole cool stage of trying to pretend I hadn’t anything to do with it and acting like ‘sci-fi sucks,’ which I immediately went to when I finished the show. Because I was blasé, I needed to distance myself from it to get a career going. But I grew up there; literally from my mid-twenties to my early thirties and it’s home. And I still do, anytime there’s a show that reminds me of it, in structure – I’m doing a fantasy show right now with dinosaurs only because it’s a similar kind of thing, because it’s relaxed so I’m doing two seasons worth of being sort of one of their guys on one of their shows.

Jordan Hoffman: This is Primeval, yes?

Alexander Siddig: Yes, and kids – my son who’s thirteen; everybody actually loves it – it’s a family show but my son who’s thirteen just made a ton of friends at school because I’m doing that show. And I will always have a soft spot, as long as I live, for doing crazy, geeky sci-fi shows. And I hope to goodness that people keep offering me them because I love them.

Changing the DNA:

Jordan Hoffman:  I’m curious, was there ever one episode where you got the script and were just like, “I’m sorry, I don’t know what the hell they’re talking about.”

Alexander Siddig: Yeah, there was an episode where they gave me a genetic modification. (Dr. Bashir, I Presume Season 5, Episode 16)

Jordan Hoffman: Oh, well that wasn’t an episode that was a major change in your character!

Alexander Siddig: But it arrived, I didn’t know about it on Tuesday, and on Thursday the script arrived – we started shooting on Friday. I was so shocked. You know you get the impression that maybe the producers sit down and talk about strategies and character arcs with actors but this thing came out of the blue and pissed me off so royally. It was a reaction to the fact that the character was genuinely unpopular in the early days. Because he was not fancy; I mean this is a time where 90210 was at the top of the charts in American TV and this guy was so not the hunk, he was the anti-hunk. He was the -

Jordan Hoffman: He was a man of science! That’s what he was!

Alexander Siddig: He was a man of science; he was like half good looking, rubbish at pulling girls. I mean it was all the wrong kind of archetypes. And so they kept trying to do things to make it happen. Eventually they did the Bond thing (reference to Our Man Bashir) – they did the Bond thing before that actually. And that kicked it off. I have to say that I’m still pretty angry. Well, not angry . . .

Jordan Hoffman: You have a craft, and you fill out a back-story of the character and you work at it for three years, four years and one day they walk in and say “guess what, you have this secret you’ve been keeping from everybody”.

Alexander Siddig: Exactly. And everything you’ve done could have been completely different had I known.

Jordan Hoffman: So did you go to the producers and voice your displeasure or just roll with it?

Alexander Siddig: I did it the only way that an actor can.  I completely destroyed the lines that they gave me regarding the situation. Every time something came up that was to do with being kind of Data-esque – I mean, I couldn’t get away from the fact – I thought I was being a Data, which is what they wanted to do, they wanted to switch the characters from all the shows, which they ended up doing with Voyager -

Jordan Hoffman: Which may have been a problem for that show. . .

Alexander Siddig: Well, it was a bit cynical at the end of the day. But I just fluffed the lines; well I didn’t fluff them completely I literally pinned the lines on the back of someone’s shoulder once, reading them. I wasn’t bothered even to learn them. I just pinned them around the office as if they were lines needed for daily modification. And they got the message and dropped it kind of.

Jordan Hoffman: Okay, so maybe they scaled that story arc back a little bit?

Alexander Siddig: They did.