Holodeck Games
The holodeck is a facility that simulates reality; it can replicate a wide variety of environments. It is found on starships and starbases in all the series that are set in the 24th century, i.e. Star Trek: The Next Generation, Star Trek: Deep Space Nine and Star Trek: Voyager. The holodeck is sometimes used for research or training, but is frequently shown in use for various forms of entertainment.
Some programs depicted in the various Star Trek shows include a Klingon calisthenics program, used heavily by Lieutenant Commander Worf; a park-like setting where Riker first encounters Data in "Encounter at Farpoint"; various 'social' programs, such as a mud-bath and a pool hall; and Jean-Luc Picard's Dixon Hill holonovels.
Other settings have sometimes been shown, such as the Jupiter Station Diagnostic Program which was used to maintain the Emergency Medical Hologram on various Starfleet vessels, the Utopia Planitia Shipyards, several Sherlock Holmes programs created by Data for his exploration of humanity, and various Shakespeare programs enjoyed by Jean-Luc Picard.
In Voyager, an entire holographic village and its population were created. The "Fair Haven" program was originally designed for occasional enjoyment by the crew of Voyager, but the characters become sentient by the time of the follow-up episode "Spirit Folk", and the captain orders that the holodecks be modified so that the program could remain running continuously.
Also in Voyager, Seven of Nine is continuously frustrated by Captain Janeway's superior skill at Velocity, a game played in a racquetball-type arena where opponents try to be the first to acquire the target of a flying discus and shoot it. The game is scored in points. Each time a player is unable to acquire the disc and is hit by it the other player scores a point. The game is played to ten points.
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Read more about this topic: List Of Games In Star Trek
Famous quotes containing the word games:
“In 1600 the specialization of games and pastimes did not extend beyond infancy; after the age of three or four it decreased and disappeared. From then on the child played the same games as the adult, either with other children or with adults. . . . Conversely, adults used to play games which today only children play.”
—Philippe Ariés (20th century)