The Matrix Cubed adventure went on until its inevitable conclusion (and disappointingly abrupt end scene), where our heroines saved the day not by any measure of skill, but instead with massive usage of rocket launchers and expertise in needle guns. The Mars prison was the hardest part, but everything after was easy.
Really, this game and its predecessor weren't very good. The game has a great set-up where various skills should matter, but falls flat in implementation. This game is almost all combat, interrupted only rarely for skill checks. The involved skill checks are mostly generalized skills anyone can learn, so there is little reason to take a tinker or engineer instead of a warrior. Also, most skills are never even used. At one point it asked for a fixed wing skill check, which I failed and took damage from but could progress. There were skills in other vehicles that were never even asked for in either of the two games.
The few times I had to have a certain skill to progress, I just created a new character maxed out in the required skill, added her to the party, passed the check, swapped her out, and moved on. You could easily get stuck in this game otherwise, since necessary skill checks are never hinted at until you run into the them. The game should encourage spreading out the skill, but instead often the skill checks needed were incredibly high. For example, when repairing parts of a living ship, my doctor with 50 points in cure disease kept failing four such checks. Out of curiosity, I created a new doctor, removed all her points in healing wounds, and gave her over 100 points in cure disease and she still failed half the time. There were rarely alternate solutions, such as different kind of skill checks to pass an area instead of one specialty.
At least in dungeons and dragons, all my character classes have nifty tricks to employ in combat. In Buck Rogers, the skill-based specialty classes are just about useless in combat as opposed to the warrior and medic. So they are only fun to play when employing their skills, like flying for a rocket jock. I can see why the pen and paper version didn't succeed, though some parts are interesting enough.
Ah well... onto Champions of Krynn. I have six humans: two knights, two mages, a cleric, and a ranger.