James T. Kirk
Captain of the USS Enterprise and the player character, responsible for directing the response to the crisis.
How it plays
The game is presented as a text-led adventure from the captain’s viewpoint. Players read the current situation and type commands to investigate, communicate, travel, and make decisions aboard the Enterprise and in surrounding space.
The central objective is to deal with the Kobayashi Maru crisis while managing threats and limited information. Progress is based on solving situations and selecting appropriate responses rather than collecting experience levels or improving a character through statistics. The scenario is intended to test judgment, procedure, and the willingness to consider alternatives.
Plan your run
Read every report carefully before committing to a response. Treat messages, sensor information, and crew advice as clues rather than decoration.
Consider the consequences of aggressive, evasive, and diplomatic choices. If a command produces an unexpected result, return to the situation description and try a more precise instruction instead of repeating the same action.
Meet the cast
Captain of the USS Enterprise and the player character, responsible for directing the response to the crisis.
The Enterprise science officer and a source of logical analysis during the mission.
The Enterprise chief medical officer and one of Kirk’s senior officers.
Before you begin
Record important information from messages and reports; the game expects careful reading.
Use the crew’s different viewpoints when deciding how to proceed.
The scenario rewards deliberate choices more than rapid input.
Star Trek: The Kobayashi Alternative is a licensed science-fiction adventure and interactive-fiction game developed by Trans Fiction Systems and published by Simon & Schuster for DOS in 1985. The player takes the role of Captain James T. Kirk aboard the USS Enterprise and must respond to a dangerous distress situation involving the Kobayashi Maru. Progress comes through reading descriptions, entering commands, examining circumstances, and choosing how to handle tactical and diplomatic problems. The game draws on the familiar Star Trek crew and its emphasis on judgment under pressure, but it is structured as a computer adventure rather than a conventional action game. Its historical interest comes from adapting one of Star Trek’s best-known tests into an early licensed home-computer experience.
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