- Star Trek Fleet Command expands its universe with the launch of a brand new arc, Star Trek: The Next Generation! Enter a galaxy on the brink of war as Federation, Klingon, and Romulan forces vie for control of the Alpha and Beta quadrants.
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Game | Star Trek 25th Anniversary |
Size | 13.31 Mb |
Runs On | Mac |
Available Platform | Amiga AGA |
Language | |
Updated | 2021-02-18 |
What is Star Trek Online for Mac In Star Trek Online, the Star Trek universe appears for the first time on a truly massive scale. In this free-to-play massively multiplayer online game from Cryptic Studios, players can pioneer their own destiny as Captain of a Federation starship. Star Trek Online Welcomes You to Q's Winter Wonderland. Make it so, make it so, make it so! Into the Klingon Empire. Seek out honor and glory with the new Star Trek Adventures: The Klingon Empire roleplaying game. Oculus, HTC Vive and PlayStation VR. Mar 16, 2014 Star Trek Online is now live on Mac, it was announced by Perfect World Entertainment, Cryptic Studios and TransGaming, Inc. According to Cryptic Studios executive producer Daniel Stahl, Star Trek fans have been clamoring for Star Trek Online to be available on Mac since the free-to-play massively multiplayer online game debuted in 2010.
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File: startrek25thannivagafr_amiga_mac.7z
Star Trek Legends App
Click the button below to generate the download link
How to install and play the game
Files for Mac can be run on all versions of OS X.You need to uncompress the 7z archive using the proper software (please use Keka to avoid problems). If the archive contains a DMG, double click it to mount the disk.After that, drag & drop the game icon into Applications (or another folder, Desktop will be fine too).New versions of MacOS block applications from identified developers. If you have this problem, just press Ctrl while clicking the game icon, and select Open.Alternatively you can use the “Open Anyway” button in the General pane of Security & Privacy preferences. See the Help page for more info.
Need more info about this game? Would you like to download the other files? Go back to the Game Review page
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Super Star Trek is quite possibly the best of the 'Star Trek' games from the 1970's.Of course, it does not make use of graphics, or even assume a video display, but itstill an interesting game to play, particularly for those of us who don't have thereflexes we used to and prefer a more cerebral computer game.
Of course, Star Trek and it's characters are trademarks of Paramount Studios, Inc. And justlike the original game, written by Star Trek fans who were also the, back then, rarebreed of computer geek, isn't used with permission but with admiration of the show.
This game was written by David Matuszek and Paul Reynolds, with modificationsby Don Smith. I've received further information that the black holes, Tholianweb, Super Commander, and Emeritus mode were added by Marc Newman. I resurrectedthe game, rewrote it in C, and fixed many bugs.
In June 2002, I fixed two known bugs and a documentation typo, and createda new Linux version. In June 2004 I fixed a number of bugs involving: 1)parsing invalid numbers, 2) manual phasers when SR scan is damaged andcommander is present, 3) time warping into the future, 4) hang when movingklingons in crowded quadrants.
In December 2010, I fixed bugs involving attempting to fire more than 3 torpedoes at once, a typo ('READ ALERT'), and a couple of buffer overflow issues.
In October 2013 I fixed a bug that caused the number of remaining Klingons to be negative when the remaining Klingons and the Enterprise are destroyed in a Super Nova. Typos pointed out by users have been corrected. I added the ability to get the current score (why was that never possible?), and have an optional fix that rotates the scan displays so that the X axis is horizontal. Yes, for some reason the authors of SST had the displays rotated 90 degrees clockwise. Just add -f as the first command line argument. Fixed instance where total casualties would decrease when casualties occur.
In December 2013 I added three new commands -- CLOAK to cloak the Enterprise, CAPTURE to allow Klingons to surrender, and SCORE to show the score in the game. I also fixed many typos in the program dialog and in the documentation.
In June 2015 I fixed some bugs that kept certain counts from being reset when starting a new game. In August I fixed a bug that was reporting a violation of the Treaty of Algeron that did not occur, and the lack of the Score command in the Windows version. In December an extraneous control-S character was deleted from sst.c source file.
In January 2019 I did the following: Numerous reported typos, spelling, and grammar errors corrected. References to 'Romulan ship captured' changed to 'Romulan ship surrendered' since that is what happens at the end of a won game. 'Klingons per stardate' changed to 'Klingon ships per stardate'.
Death Ray can no longer be repaired with a 0.1 stardate rest at a base.
Damage Report no longer states the Death Ray can be repaired away from a base.
Capturing prisoners while docked will have them immediately transferred to the base rather than going into the ship?s brig.
If the Cloaking Device is damaged in the same turn it is activated, it gets deactivated.
Destroying the remaining enemy ships with the Death Ray should no longer give a negative number of Klingons left.
If the game is compiled without the CLOAK, CAPTURE, and/or SCORE commands, issuing those commands now gives an invalid command message rather than just being silent. These commands are enabled by default.
In February 2019 I corrected a compilation error (I compiled it for 'Debug') in the Windows Console version.
- Super Star Trek For LINUX (77k) -- built for 32-bit Linux. If you have a 64-bit distribution you will need to add 32-bit support or recompile from source.
- Super Star Trek for Mac OS X (85k) -- 64-bit Intel only.
- Source code (Generic ANSI C, 90k) As is will build on Linux or Mac OS X. Has instructions to build with VisualStudio for Windows.
These do not have the the bug fixes:
The DOS version requires a 80386 or better. Since source code is available,Super Star Trek can be compiled for virtually any system having a C compilerand sufficient memory for execution (which isn't much by today's standards!)
All versions have an executable program as well as a documentation file,SST.DOC. The SST.DOC file must be in the same directory/folder as the programis run from in order to view the documentation from within the game withthe HELP command.
History of This Version
I first played Super Star Trek in the mid 1970's. It was a game onthe Control Data mainframe computer, and was a big hit at work duringevening hours.
About 1977 I got a copy the source code of the game. Someone hadconverted it to PDP-11 Fortran but couldn't get it to run because ofits size. I modified the program to use overlays and managed toshoehorn it in on the 56k byte machine.
I liked the game so much I put some time into fixing bugs, mainlywhat could be called continuity errors and loopholes in the game'slogic. We even played a couple tournaments.
In 1979, I lost access to that PDP-11. I did save the source codelisting. In 1995, missing that old friend, I started converting theprogram into portable ANSI C. It's been slow, tedious work that tookover a year to accomplish.
Star Trek Legends
In early 1997, I got the bright idea to look for references to 'SuperStar Trek' on the World Wide Web. There weren't many hits, but therewas one that came up with 1979 Fortran sources! This version had afew additional features that mine didn't have, however mine had somefeature it didn't have. So I merged its features that I liked. I alsotook a peek at the DECUS version (a port, less sources, to thePDP-10), and some other variations.
Modifications I Made
Compared to original version, I've changed the 'help' command to'call' and the 'terminate' command to 'quit' to better match userexpectations. The DECUS version apparently made those changes as wellas changing 'freeze' to 'save'. However I like 'freeze'.
I added EMEXIT from the 1979 version.
That later version also mentions srscan and lrscan working whendocked (using the starbase's scanners), so I made some changes hereto do this (and indicating that fact to the player), and thenrealized the base would have a subspace radio as well -- doing aChart when docked updates the star chart, and all radio reports willbe heard. The Dock command will also give a report if a base is underattack.
It also had some added logic to spread the initial positioning ofbases. That made sense to add because most people abort games withbad base placement.
The experimental deathray originally had only a 5% chance of success,but could be used repeatedly. I guess after a couple years of use, itwas less 'experimental' because the 1979 version had a 70% successrate. However it was prone to breaking after use. I upgraded thedeathray, but kept the original set of failure modes (great humor!).
I put in the Tholian Web code from the 1979 version.
I added code so that Romulans and regular Klingons could move in advanced games. I re-enabled the code which allows enemy ships toram the Enterprise; it had never worked right. The 1979 versionseems to have it all fixed up, but I'm still not overly happy withthe algorithm.
The DECUS version had a Deep Space Probe. Looked like a good ideaso I implemented it based on its description.
In 2013 I added the CLOAK and CAPTURE commands and also fixed lots of bugs. The CAPTURE command is based on the one in BSDTrek. When making this change I also changed text so that killing Klingons became destroying Klingon ships reflecting that a Klingon ship does have more than one Klingon aboard! The CLOAK command and some other bug fixes and correction of typos are thanks to Erik Olofsen.
I revised the documentation to match the version.
Star Trek Legends Ios
Tom Almy webmaster9@almy.us | Return to my home page | Last Modified February 2019 |