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1592 lines
66 KiB
Plaintext
1592 lines
66 KiB
Plaintext
SSSSS U U PPPPP EEEEE RRRRR
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S U U P P E R R
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SSSSS U U PPPPP EEEE RRRRR
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S U U P E R R
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SSSSS UUUUU P EEEEE R R
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SSSSSSS TTTTTTTT A RRRRRRR
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SSSSSSSS TTTTTTTT AAA RRRRRRRR
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SS TT AAA RR RR
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SSSSSSS TT AA AA RR RR
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SSSSSSS TT AA AA RRRRRRRR
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SS TT AAAAAAA RRRRRRR
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SS TT AAAAAAA RR RR
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SSSSSSSS TT AA AA RR RR
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SSSSSSS TT AA AA RR RR
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TTTTTTTT RRRRRRR EEEEEEEEE KK KK
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TTTTTTTT RRRRRRRR EEEEEEEEE KK KK
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TT RR RR EE KK KK
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TT RR RR EEEEEE KKKKKK
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TT RRRRRRRR EEEEEE KKKKK
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TT RRRRRRR EE KK KK
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TT RR RR EE KK KK
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TT RR RR EEEEEEEEE KK KK
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TT RR RR EEEEEEEEE KK KK
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Produced For Your Enjoyment
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By
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David Matuszek
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and
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Paul Reynolds
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With Modifications By
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Don Smith
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Resurrected By
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Tom Almy
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Permission is hereby granted for the copying, distribution,
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modification and use of this program and associated documentation
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for recreational purposes, provided that all references to the
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authors are retained. However, permission is not and will not be
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granted for the sale or promotional use of this program or program
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documentation, or for use in any situation in which profit may be
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considered an objective, since it is the desire of the authors to
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respect the copyrights of the originators of Star Trek.
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----------TABLE OF CONTENTS----------
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SECTION PAGE
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INTRODUCTION TO THE GAME . . . . . . . . . . . . . . 1
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HOW TO ISSUE COMMANDS. . . . . . . . . . . . . . . . 4
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DESCRIPTIONS OF COMMANDS . . . . . . . . . . . . . . 5
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SHORT-RANGE SCAN. . . . . . . . . . . . . . . . 5
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STATUS REPORT . . . . . . . . . . . . . . . . . 6
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LONG-RANGE SCAN . . . . . . . . . . . . . . . . 7
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STAR CHART. . . . . . . . . . . . . . . . . . . 8
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DAMAGE REPORT . . . . . . . . . . . . . . . . . 8
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MOVE UNDER WARP DRIVE . . . . . . . . . . . . . 9
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WARP FACTOR . . . . . . . . . . . . . . . . . . 10
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IMPULSE ENGINES . . . . . . . . . . . . . . . . 10
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DEFLECTOR SHIELDS . . . . . . . . . . . . . . . 11
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PHASERS . . . . . . . . . . . . . . . . . . . . 12
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REPORT. . . . . . . . . . . . . . . . . . . . . 13
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COMPUTER. . . . . . . . . . . . . . . . . . . . 13
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PHOTON TORPEDOES. . . . . . . . . . . . . . . . 14
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DOCK AT STARBASE. . . . . . . . . . . . . . . . 15
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REST. . . . . . . . . . . . . . . . . . . . . . 15
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CALL STARBASE FOR HELP. . . . . . . . . . . . . 15
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ABANDON SHIP. . . . . . . . . . . . . . . . . . 16
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SELF-DESTRUCT . . . . . . . . . . . . . . . . . 16
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TERMINATE THE CURRENT GAME. . . . . . . . . . . 16
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SENSOR-SCAN . . . . . . . . . . . . . . . . . . 17
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ENTER STANDARD ORBIT. . . . . . . . . . . . . . 17
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TRANSPORTER-TRAVEL. . . . . . . . . . . . . . . 17
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SHUTTLE CRAFT . . . . . . . . . . . . . . . . . 18
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MINE DILITHIUM CRYSTALS . . . . . . . . . . . . 18
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LOAD DILITHIUM CRYSTALS . . . . . . . . . . . . 18
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PLANET REPORT . . . . . . . . . . . . . . . . . 19
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FREEZE. . . . . . . . . . . . . . . . . . . . . 19
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REQUEST . . . . . . . . . . . . . . . . . . . . 20
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EXPERIMENTAL DEATH RAY. . . . . . . . . . . . . 20
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LAUNCH DEEP SPACE PROBE . . . . . . . . . . . . 21
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EMERGENCY EXIT. . . . . . . . . . . . . . . . . 21
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ASK FOR HELP. . . . . . . . . . . . . . . . . . 21
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CLOAKING DEVICE . . . . . . . . . . . . . . . . 22
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CAPTURE KLINGONS . . . . . . . . . . . . . . . 22
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GET THE SCORE . . . . . . . . . . . . . . . . . 22
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MISCELLANEOUS NOTES. . . . . . . . . . . . . . . . . 23
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SCORING. . . . . . . . . . . . . . . . . . . . . . . 24
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HANDY REFERENCE PAGE . . . . . . . . . . . . . . . . 25
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MODIFICATIONS. . . . . . . . . . . . . . . . . . . . 26
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ACKNOWLEDGMENTS. . . . . . . . . . . . . . . . . . . 27
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REFERENCES . . . . . . . . . . . . . . . . . . . . . 27
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-----INTRODUCTION TO THE GAME----- 1
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The Organian Peace Treaty has collapsed, and the Federation is at war
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with the Klingon Empire. Joining the Klingons against the Federation
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are the members of the "Romulan Star Empire." As commander of the
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Starship U.S.S. Enterprise, your job is to wipe out the Klingon
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invasion fleet and make the galaxy safe for democracy.
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Your battleground is the entire galaxy, which for convenience is
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divided up into eight rows of eight quadrants each, like a
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checkerboard. Rows are numbered from top to bottom, and columns are
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numbered left to right, so quadrant 1 - 8 would be in the upper right
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hand corner of the galaxy.
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During battle you will be concerned only with those enemies that
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occupy the same quadrant as yourself. Quadrants are divided up into
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sectors: ten rows of ten sectors each. Sectors are numbered in the
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same way as quadrants, so the sector in the upper right corner is
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sector 1 - 10. You have a short-range scanner which allows you to
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look at the entire quadrant in a single display.
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Enemies recharge during your absence. If you leave a quadrant
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containing a weakened enemy, when you return to that quadrant he will
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be strong again. Also, each time you enter a quadrant, the positions
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of everything in the quadrant (except your ship) are randomized, to
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save you the trouble of trying to remember where everything in the
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quadrant is. Notice that this refers only to the positions of things
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in the quadrant--the numbers of each kind of thing are not changed
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(except for black holes and the Super-commander, which move around
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the galaxy). If you kill something, it stays dead.
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The Romulans are not as serious a threat to the Federation as the
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Klingons. For one thing, there are not as many of them. For
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another, the Romulans are not as treacherous. However, Romulans are
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not to be trifled with, especially when you are in violation of the
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"Romulan Neutral Zone."
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There are two kinds of Klingons: Ordinary Klingons, which are bad
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enough, and Klingon Commanders, which are even worse. Commanders are
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about three times stronger than ordinary Klingons. Commanders are
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more resistant to your weapons. Commanders can move about during
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battle while Ordinary Klingons stay put. And finally, Commanders
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have a thing called a "long-range tractor beam" which they can use,
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at random intervals, to yank you away from what you are doing into
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their quadrant, to do battle with them. There is also a special
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commander, called the "Super-commander." This character is so bad he
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is reserved for the Good, Expert, and Emeritus games. Fortunately,
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there is just one Super-commander in a game. In addition to the
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undesirable traits of Commanders, he can move from quadrant to
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quadrant at will, seeking out and destroying your starbases and any
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helpful planets he runs across. He also has a spy planted aboard
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your ship, giving him valuable information about your condition.
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Using this information, he can do dastardly things like tractor beam
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your ship when you are in bad shape. And once you've been tractor
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beamed by the Super-commander ---
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2
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But the advantages are not all on the side of the enemy. Your ship
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is more powerful, and has better weapons. Besides, in the this
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galaxy there are from two to five starbases, at which you can stop to
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refuel and lick your wounds, safe from phaser attack or tractor
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beams. But you had best not dally there too long, since time is not
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||
on your side. The Klingons are not just after you; they are
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attacking the entire Federation. There is always a finite "time
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left," which is how much longer the Federation can hold out if you
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just sit on your fat behind and do nothing. As you wipe out
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Klingons, you reduce the rate at which the invasion fleet weakens the
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Federation, and so the time left until the Federation collapses may
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actually increase. Since Klingons are the main threat to the
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Federation, the Romulans do not figure into the "time left." In
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||
fact, you need not kill all the Romulans to win. If you can get all
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the Klingons, the Federation will abide forever, and you have won the
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game.
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||
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Space is vast, and it takes precious time to move from one place to
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another. In comparison, other things happen so quickly that we
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||
assume the take no time at all. Two ways that time can pass are when
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you move, or when you issue a command to sit still and rest for a
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||
period of time. You will sometimes want to do the latter, since the
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various devices aboard your starship may be damaged and require time
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to repair. Of course, repairs can be made more quickly at a starbase
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than can in flight.
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||
In addition to Klingons, Romulans, and starbases, the galaxy contains
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(surprise) stars. Mostly, stars are a nuisance and just get in your
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||
way. You can trigger a star into going nova by shooting one of your
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photon torpedoes at it. When a star novas, it does a lot of damage
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||
to anything immediately adjacent to it. If another star is adjacent
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||
to a nova, it too will go nova. Stars may also occasionally go
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||
supernova; a supernova in a quadrant destroys everything in the
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||
quadrant and makes the quadrant permanently uninhabitable. You may
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||
"jump over" a quadrant containing a supernova when you move, but you
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||
should not stop there.
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||
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||
Supernovas may happen spontaneously, without provocation. If a
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||
supernova occurs in the same quadrant you are in, your starship has
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||
an "emergency automatic override" which picks some random direction
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||
and some random warp factor, and tries to throw you clear of the
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supernova. If the supernova occurs in some other quadrant, you just
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||
get a warning message from Starfleet about it (provided, of course,
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||
that your subspace radio is working).
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||
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||
Also a few planets are scattered through the galaxy. These can
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||
sometimes be a great help since some of them will have "dilithium
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||
crystals," which are capable of replenishing the ship's energy
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||
supply. You can either beam down to the planet surface using the
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transporter, or take the shuttle craft "Galileo."
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||
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||
Finally, each quadrant will contain from zero to three black holes.
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These can deflect or swallow torpedoes passing near them. They also
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||
swallow enemy ships knocked into them. If your ship enters one - - -
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3
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||
Star Trek is a rich game, full of detail. These instructions are
|
||
written at a moderate level--no attempt has been made fully to
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||
describe everything about the game, but there is quite a bit more
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||
here than you need to get started. If you are new to the game, just
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get a rough idea of the kinds of commands available, and start
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playing. After a game or two you will have learned everything
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||
important, and the detailed command descriptions which follow will be
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||
a lot more meaningful to you.
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||
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||
You have weapons: phasers and photon torpedoes. You have a defense:
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deflector shields. You can look at things: long-range scanners,
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short-range scanners, and a star chart. You can move about, under
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||
warp drive or impulse power. You can also dock at a starbase, rest
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||
while repairs are being made, abandon ship, self destruct, or give up
|
||
and start a new game.
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||
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||
The Klingons are waiting.
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||
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||
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||
-----HOW TO ISSUE COMMANDS----- 4
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When the game is waiting for you to enter a command it will print out
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COMMAND>
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You may then type in your command. All you have to remember for each
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command is the mnemonic. For example, if you want to move straight up
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one quadrant, you can type in the mnemonic (case insensitive)
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move
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and the computer will prompt you with
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Manual or automatic-
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||
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||
Say you type in "manual". The computer then responds
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X and Y displacements-
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||
Now you type in "0 1" which specifies an X movement of zero and a Y
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movement of one.
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When you have learned the commands, you can avoid being prompted
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simply by typing in the information without waiting to be asked for
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it. For example, in the above example, you could simply type in
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move manual 0 1
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and it will be done. Or you could type in
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move manual
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and when the computer responds with the displacement prompt, you can type in
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0 1
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and it will understand.
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You can abbreviate most mnemonics. For "move", you can use any of
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move mov mo m
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successfully. For your safety, certain critical commands (such as to
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abandon ship) must be written out in full. Also, in a few cases two
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or more commands begin with the same letter, and in this case that
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letter refers to a particular one of the commands; to get the other,
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your abbreviation must be two or more characters long. This sounds
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||
complicated, but you will learn the abbreviations quickly enough.
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What this all boils down to is:
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(1) You can abbreviate practically anything
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(2) If you forget, the computer will prompt you
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(3) If you remember, you can type it all on one line
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If you are part way through entering a command and you change your
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||
mind, you can cancel the command by typing -1 as one of the
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parameters, with the exception of the manual move command. If
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anything is not clear to you, experiment. The worst you can do is
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lose a game or two.
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-----DESCRIPTION OF COMMANDS----- 5
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********************
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* SHORT-RANGE SCAN *
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********************
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Mnemonic: SRSCAN
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Shortest abbreviation: S
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Full commands: SRSCAN
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SRSCAN NO
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SRSCAN CHART
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The short-range scan gives you a considerable amount of information
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about the quadrant your starship is in. A short-range scan is best
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described by an example.
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1 2 3 4 5 6 7 8 9 10
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1 * . . . . R . . . . Stardate 2516.3
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2 . . . E . . . . . . Condition RED
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3 . . . . . * . B . . Position 5 - 1, 2 - 4
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4 . . . S . . . . . . Life Support DAMAGED, Reserves=2.30
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5 . . . . . . . K . . Warp Factor 5.0
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6 . K . . . . . * . Energy 2176.24
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7 . . . . . P . . . . Torpedoes 3
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8 . . . . * . . . . . Shields UP, 42% 1050.0 units
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9 . * . . * . . . C . Klingons Left 12
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10 . . . . . . . . . . Time Left 3.72
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The left part is a picture of the quadrant. The E at sector 2 - 4
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represents the Enterprise; the B at sector 3 - 8 is a starbase.
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There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2, and a
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Klingon Commander (C) at 9 - 9. The (GULP) "Super-commander" (S) is
|
||
occupies sector 4 - 4, and a Romulan (R) is at 1 - 6. A planet (P)
|
||
is at sector 7 - 6. There are also a large number of stars (*). The
|
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periods (.) are just empty space--they are printed to help you get
|
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your bearings. Sector 6 - 4 contains a black hole ( ).
|
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The information on the right is assorted status information. You can
|
||
get this alone with the STATUS command. The status information will
|
||
be absent if you type "N" after SRSCAN. Otherwise status information
|
||
will be presented.
|
||
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If you type "C" after SRSCAN, you will be given a short-range scan
|
||
and a Star Chart.
|
||
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||
Short-range scans are free. That is, they use up no energy and no
|
||
time. If you are in battle, doing a short-range scan does not give
|
||
the enemies another chance to hit you. You can safely do a
|
||
short-range scan anytime you like.
|
||
|
||
If your short-range sensors are damaged, this command will only show
|
||
the contents of adjacent sectors.
|
||
|
||
6
|
||
*****************
|
||
* STATUS REPORT *
|
||
*****************
|
||
|
||
Mnemonic: STATUS
|
||
Shortest abbreviation: ST
|
||
|
||
This command gives you information about the current state of your
|
||
starship as follows:
|
||
|
||
STARDATE - The current date. A stardate is the same as a day.
|
||
|
||
CONDITION - There are four possible conditions:
|
||
DOCKED - docked at starbase.
|
||
RED - in battle.
|
||
YELLOW - low on energy (<1000 units)
|
||
GREEN - none of the above
|
||
|
||
POSITION - Quadrant is given first, then sector
|
||
|
||
LIFE SUPPORT - If "ACTIVE" then life support systems are
|
||
functioning normally. If on "RESERVES" the number is how many
|
||
stardates your reserve food, air, etc. will last--you must
|
||
get repairs made or get to starbase before your reserves run
|
||
out.
|
||
|
||
WARP FACTOR - What your warp factor is currently set to.
|
||
|
||
ENERGY - The amount of energy you have left. If it drops to zero,
|
||
you die.
|
||
|
||
TORPEDOES - How many photon torpedoes you have left.
|
||
|
||
SHIELDS - Whether your shields are up or down, how strong they are
|
||
(what percentage of a hit they can deflect), and shield
|
||
energy.
|
||
|
||
KLINGONS LEFT - How many of the Klingons are still out there.
|
||
|
||
TIME LEFT - How long the Federation can hold out against the
|
||
present number of Klingons; that is, how long until the end
|
||
if you do nothing in the meantime. If you kill Klingons
|
||
quickly, this number will go up--if not, it will go down. If
|
||
it reaches zero, the federation is conquered and you lose.
|
||
|
||
Status information is free--it uses no time or energy, and if you are
|
||
in battle, the Klingons are not given another chance to hit you.
|
||
|
||
Status information can also be obtained by doing a short-range scan.
|
||
See the SRSCAN command for details.
|
||
|
||
Each item of information can be obtained singly by requesting it.
|
||
See REQUEST command for details.
|
||
|
||
7
|
||
*******************
|
||
* LONG-RANGE SCAN *
|
||
*******************
|
||
|
||
Mnemonic: LRSCAN
|
||
Shortest abbreviation: L
|
||
|
||
A long-range scan gives you general information about where you are
|
||
and what is around you. Here is an example output.
|
||
|
||
Long-range scan for Quadrant 5 - 1
|
||
-1 107 103
|
||
-1 316 5
|
||
-1 105 1000
|
||
|
||
This scan says that you are in row 5, column 1 of the 8 by 8 galaxy.
|
||
The numbers in the scan indicate how many of each kind of thing there
|
||
is in your quadrant and all adjacent quadrants. The digits are
|
||
interpreted as follows.
|
||
|
||
Thousands digit: 1000 indicates a supernova (only)
|
||
Hundreds digit: number of Klingons present
|
||
Tens digit: number of starbases present
|
||
Ones digit: number of stars present
|
||
|
||
For example, in your quadrant (5 - 1) the number is 316, which
|
||
indicates 3 Klingons, 1 starbase, and 6 stars. The long-range
|
||
scanner does not distinguish between ordinary Klingons and Klingon
|
||
command ships. If there is a supernova, as in the quadrant below and
|
||
to your right (quadrant 6 - 2), there is nothing else in the
|
||
quadrant.
|
||
|
||
Romulans possess a "cloaking device" which prevents their detection
|
||
by long-range scan. Because of this fact, Starfleet Command is never
|
||
sure how many Romulans are "out there". When you kill the last
|
||
Klingon, the remaining Romulans surrender to the Federation.
|
||
|
||
Planets are also undetectable by long-range scan. The only way to
|
||
detect a planet is to find it in your current quadrant with the
|
||
short-range sensors.
|
||
|
||
Since you are in column 1, there are no quadrants to your left. The
|
||
minus ones indicate the negative energy barrier at the edge of the
|
||
galaxy, which you are not permitted to cross.
|
||
|
||
Long-range scans are free. They use up no energy or time, and can be
|
||
done safely regardless of battle conditions.
|
||
8
|
||
**************
|
||
* STAR CHART *
|
||
**************
|
||
|
||
Mnemonic: CHART
|
||
Shortest abbreviation: C
|
||
|
||
As you proceed in the game, you learn more and more about what things
|
||
are where in the galaxy. When ever you first do a scan in a quadrant,
|
||
telemetry sensors are ejected which will report any changes in the
|
||
quadrant(s) back to your ship, providing the sub-space radio is
|
||
working. Spock will enter this information in the chart. If the radio
|
||
is not working, Spock can only enter new information discovered from
|
||
scans, and information in other quadrants may be obsolete.
|
||
|
||
The chart looks like an 8 by 8 array of numbers. These numbers are
|
||
interpreted exactly as they are on a long-range scan. A period (.) in
|
||
place of a digit means you do not know that information yet. For
|
||
example, ... means you know nothing about the quadrant, while .1.
|
||
means you know it contains a base, but an unknown number of Klingons
|
||
and stars.
|
||
|
||
Looking at the star chart is a free operation. It costs neither time
|
||
nor energy, and can be done safely whether in or out of battle.
|
||
|
||
|
||
*****************
|
||
* DAMAGE REPORT *
|
||
*****************
|
||
|
||
Mnemonic: DAMAGES
|
||
Shortest abbreviation: DA
|
||
|
||
At any time you may ask for a damage report to find out what devices
|
||
are damaged and how long it will take to repair them. Naturally,
|
||
repairs proceed faster at a starbase.
|
||
|
||
If you suffer damages while moving, it is possible that a subsequent
|
||
damage report will not show any damage. This happens if the time
|
||
spent on the move exceeds the repair time, since in this case the
|
||
damaged devices were fixed en route.
|
||
|
||
Damage reports are free. They use no energy or time, and can be done
|
||
safely even in the midst of battle.
|
||
|
||
9
|
||
*************************
|
||
* MOVE UNDER WARP DRIVE *
|
||
*************************
|
||
|
||
Mnemonic: MOVE
|
||
Shortest abbreviation: M
|
||
Full command: MOVE MANUAL <displacement>
|
||
MOVE AUTOMATIC <destination>
|
||
|
||
This command is the usual way to move from one place to another
|
||
within the galaxy. You move under warp drive, according to the
|
||
current warp factor (see "WARP FACTOR").
|
||
|
||
There are two command modes for movement: MANUAL and AUTOMATIC. The
|
||
manual mode requires the following format:
|
||
|
||
MOVE MANUAL <deltax> <deltay>
|
||
|
||
<deltax> and <deltay> are the horizontal and vertical displacements
|
||
for your starship, in quadrants; a displacement of one sector is 0.1
|
||
quadrants. Specifying <deltax> and <deltay> causes your ship to move
|
||
in a straight line to the specified destination. If <deltay> is
|
||
omitted, it is assumed zero. For example, the shortest possible
|
||
command to move one sector to the right would be
|
||
|
||
M M .1
|
||
|
||
The following examples of manual movement refer to the short-range
|
||
scan shown earlier.
|
||
|
||
Destination Sector Manual Movement command
|
||
3 - 1 M M -.3 -.1
|
||
2 - 1 M M -.3
|
||
1 - 2 M M -.2 .1
|
||
1 - 4 M M 0 .1
|
||
(leaving quadrant) M M 0 .2
|
||
|
||
|
||
The automatic mode is as follows:
|
||
|
||
MOVE AUTOMATIC <qrow> <qcol> <srow> <scol>
|
||
|
||
where <qrow> and <qcol> are the row and column numbers of the
|
||
destination quadrant, and <srow> and <scol> are the row and column
|
||
numbers of the destination sector in that quadrant. This command also
|
||
moves your ship in a straight line path to the destination. For
|
||
moving within a quadrant, <qrow> and <qcol> may be omitted. For
|
||
example, to move to sector 2 - 9 in the current quadrant, the
|
||
shortest command would be
|
||
|
||
M A 2 9
|
||
|
||
To move to quadrant 3 - 7, sector 5 - 8, type
|
||
|
||
M A 3 7 5 8
|
||
|
||
and it will be done. In automatic mode, either two or four numbers
|
||
must be supplied.
|
||
10
|
||
Automatic mode utilizes the ship's "battle computer." If the
|
||
computer is damaged, manual movement must be used.
|
||
|
||
If warp engines are damaged less than 10 stardates (undocked) you can
|
||
still go warp 4.
|
||
|
||
It uses time and energy to move. How much time and how much energy
|
||
depends on your current warp factor, the distance you move, and
|
||
whether your shields are up. The higher the warp factor, the faster
|
||
you move, but higher warp factors require more energy. You may move
|
||
with your shields up, but this doubles the energy required.
|
||
|
||
You can move within a quadrant without being attacked if you just
|
||
entered the quadrant or have bee attacked since your last move
|
||
command. This enables you to move and hit them before they
|
||
retaliate.
|
||
|
||
|
||
***************
|
||
* WARP FACTOR *
|
||
***************
|
||
|
||
Mnemonic: WARP
|
||
Shortest abbreviation: W
|
||
Full command: WARP <number>
|
||
|
||
Your warp factor controls the speed of your starship. The larger the
|
||
warp factor, the faster you go and the more energy you use.
|
||
|
||
Your minimum warp factor is 1.0 and your maximum warp factor is 10.0
|
||
(which is 100 times as fast and uses 1000 times as much energy). At
|
||
speeds above warp 6 there is some danger of causing damage to your
|
||
warp engines; this damage is larger at higher warp factors and also
|
||
depends on how far you go at that warp factor.
|
||
|
||
At exactly warp 10 there is some probability of entering a so-called
|
||
"time warp" and being thrown forward or backward in time. The farther
|
||
you go at warp 10, the greater is the probability of entering the
|
||
time warp.
|
||
|
||
|
||
*******************
|
||
* IMPULSE ENGINES *
|
||
*******************
|
||
|
||
Mnemonic: IMPULSE
|
||
Shortest abbreviation: I
|
||
Full command: IMPULSE MANUAL <displacement>
|
||
IMPULSE AUTOMATIC <destination>
|
||
|
||
The impulse engines give you a way to move when your warp engines are
|
||
damaged. They move you at a speed of 0.95 sectors per stardate,
|
||
which is the equivalent of a warp factor of about 0.975, so they are
|
||
much too slow to use except in emergencies.
|
||
|
||
Movement commands are indicated just as in the "MOVE" command.
|
||
|
||
The impulse engines require 20 units of energy to engage, plus 10
|
||
units per sector (100 units per quadrant) traveled. It does not cost
|
||
extra to move with the shields up.
|
||
11
|
||
*********************
|
||
* DEFLECTOR SHIELDS *
|
||
*********************
|
||
|
||
Mnemonic: SHIELDS
|
||
Shortest abbreviation: SH
|
||
Full commands: SHIELDS UP
|
||
SHIELDS DOWN
|
||
SHIELDS TRANSFER <amount of energy to transfer>
|
||
|
||
Your deflector shields are a defensive device to protect you from
|
||
Klingon attacks (and nearby novas). As the shields protect you, they
|
||
gradually weaken. A shield strength of 75%, for example, means that
|
||
the next time a Klingon hits you, your shields will deflect 75% of
|
||
the hit, and let 25% get through to hurt you.
|
||
|
||
It costs 50 units of energy to raise shields, nothing to lower them.
|
||
You may move with your shields up; this costs nothing under impulse
|
||
power, but doubles the energy required for warp drive.
|
||
|
||
Each time you raise or lower your shields, the Klingons have another
|
||
chance to attack. Since shields do not raise and lower
|
||
instantaneously, the hits you receive will be intermediate between
|
||
what they would be if the shields were completely up or completely
|
||
down.
|
||
|
||
You may not fire phasers through your shields. However you may use
|
||
the "high-speed shield control" to lower shields, fire phasers, and
|
||
raise the shields again before the Klingons can react. Since rapid
|
||
lowering and raising of the shields requires more energy than normal
|
||
speed operation, it costs you 200 units of energy to activate this
|
||
control. It is automatically activated when you fire phasers while
|
||
shields are up. You may fire photon torpedoes, but they may be
|
||
deflected considerably from their intended course as they pass
|
||
through the shields (depending on shield strength).
|
||
|
||
You may transfer energy between the ship's energy (given as "Energy"
|
||
in the status) and the shields. Thee word "TRANSFER" may be
|
||
abbreviated "T". The amount of energy to transfer is the number of
|
||
units of energy you wish to take from the ship's energy and put into
|
||
the shields. If you specify an negative number, energy is drained
|
||
from the shields to the ship. Transferring energy constitutes a turn.
|
||
If you transfer energy to the shields while you are under attack,
|
||
they will be at the new energy level when you are next hit.
|
||
|
||
Enemy torpedoes hitting your ship explode on your shields (if they
|
||
are up) and have essentially the same effect as phaser hits.
|
||
12
|
||
***********
|
||
* PHASERS *
|
||
***********
|
||
|
||
Mnemonic: PHASERS
|
||
Shortest abbreviation: P
|
||
Full commands: PHASERS AUTOMATIC <AMOUNT TO FIRE> <NO>
|
||
PHASERS <AMOUNT TO FIRE> <NO>
|
||
PHASERS MANUAL <NO> <AMOUNT 1> <AMOUNT 2>...<AMOUNT N>
|
||
|
||
Phasers are energy weapons. As you fire phasers at Klingons, you
|
||
specify an "amount to fire" which is drawn from your energy reserves.
|
||
The amount of total hit required to kill an enemy is partly random.
|
||
but also depends on skill level.
|
||
|
||
The average hit required to kill an ordinary Klingon varies from 200
|
||
units in the Novice game to 250 units in the Emeritus game.
|
||
Commanders normally require from 600 (Novice) to 700 (Emeritus). The
|
||
Super-commander requires from 875 (Good) to 1000 (Emeritus). Romulans
|
||
require an average of 350 (Novice) to 450 (Emeritus).
|
||
|
||
Hits on enemies are cumulative, as long as you don't leave the
|
||
quadrant.
|
||
|
||
In general, not all that you fire will reach the Klingons. The
|
||
farther away they are, the less phaser energy will reach them. If a
|
||
Klingon is adjacent to you, he will receive about 90% of the phaser
|
||
energy directed at him; a Klingon 5 sectors away will receive about
|
||
60% and a Klingon 10 sectors away will receive about 35%. There is
|
||
some randomness involved, so these figures are not exact. Phasers
|
||
have no effect beyond the boundaries of the quadrant you are in.
|
||
|
||
Phasers may overheat (and be damaged) if you fire too large a burst
|
||
at once. Firing up to 1500 units is safe. From 1500 on up the
|
||
probability of overheat increases with the amount fired.
|
||
|
||
If phaser firing is automatic, the computer decides how to divide up
|
||
your <amount to fire> among the Klingons present. If phaser firing
|
||
is manual, you specify how much energy to fire at each Klingon
|
||
present (nearest first), rather than just specifying a total amount.
|
||
You can abbreviate "MANUAL" and "AUTOMATIC" to one or more letters; if
|
||
you mention neither, automatic fire is usually assumed.
|
||
|
||
Battle computer information is available by firing phasers manually,
|
||
and allowing the computer to prompt you. If you enter zero for the
|
||
amount to fire at each enemy, you will get a complete report, without
|
||
cost. The battle computer will tell you how much phaser energy to
|
||
fire at each enemy for a sure kill. This information appears in
|
||
parentheses prior to the prompt for each enemy. SInce the amount is
|
||
computed from sensor data, if either the computer or the S.R. sensors
|
||
are damaged, this information will be unavailable, and phasers must
|
||
be fired manually.
|
||
13
|
||
A safety interlock prevents phasers from being fired through the
|
||
shields. If this were not so, the shields would contain your fire
|
||
and you would fry yourself. However, you may utilize the
|
||
"high-speed shield control" to drop shields, fire phasers, and raise
|
||
shields before the enemy can react. Since it takes more energy to
|
||
work the shields rapidly with a shot, it costs you 200 units of
|
||
energy each time you activate this control. It is automatically
|
||
activated when you fire phasers while the shields are up. By
|
||
specifying the <no> option, shields are not raised after firing.
|
||
|
||
Phasers have no effect on starbases (which are shielded) or on stars.
|
||
|
||
|
||
**********
|
||
* REPORT *
|
||
**********
|
||
|
||
Mnemonic: REPORT
|
||
Shortest abbreviation: REP
|
||
|
||
This command supplies you with information about the state of the
|
||
current game. Its purpose is to remind you of things that you have
|
||
learned during play, but may have forgotten, and cannot otherwise
|
||
retrieve if you are not playing at a hard-copy terminal.
|
||
|
||
You are told the following things:
|
||
|
||
. The length and skill level of the game you are playing
|
||
. The original number of Klingons
|
||
. How many Klingons you have destroyed
|
||
. Whether the Super-Commander has been destroyed
|
||
. How many bases have been destroyed
|
||
. How many bases are left
|
||
. What bases (if any) are under attack; your subspace radio
|
||
must have been working since the attack to get this
|
||
information.
|
||
. How many casualties you have suffered
|
||
. How many times you have called for help.
|
||
|
||
This same information is automatically given to you when you start to
|
||
play a frozen game.
|
||
|
||
|
||
************
|
||
* COMPUTER *
|
||
************
|
||
|
||
Mnemonic: COMPUTER
|
||
Shortest abbreviation: CO
|
||
|
||
This command allows using the ship's computer (if functional) to
|
||
calculate travel times and energy usage.
|
||
|
||
|
||
14
|
||
********************
|
||
* PHOTON TORPEDOES *
|
||
********************
|
||
|
||
Mnemonic: PHOTONS
|
||
Shortest abbreviation: PHO
|
||
Full commands: PHOTONS <NUMBER> <TARG1> <TARG2> <TARG3>
|
||
|
||
Photon torpedoes are projectile weapons--you either hit what you aim
|
||
at, or you don't. There are no "partial hits".
|
||
|
||
One photon torpedo will usually kill one ordinary Klingon, but it
|
||
usually takes about two for a Klingon Commander. Photon torpedoes
|
||
can also blow up stars and starbases, if you aren't careful.
|
||
|
||
You may fire photon torpedoes singly, or in bursts of two or three.
|
||
Each torpedo is individually targetable. The computer will prompt
|
||
you, asking for the target sector for each torpedo. Alternately, you
|
||
may specify each target in the command line.
|
||
|
||
Photon torpedoes cannot be aimed precisely--there is always some
|
||
randomness involved in the direction they go. Photon torpedoes may
|
||
be fired with your shields up, but as they pass through the shields
|
||
they are randomly deflected from their intended course even more.
|
||
|
||
Photon torpedoes are proximity-fused. The closer they explode to the
|
||
enemy, the more damage they do. There is a hit "window" about one
|
||
sector wide. If the torpedo misses the hit window, it does not
|
||
explode and the enemy is unaffected. Photon torpedoes are only
|
||
effective within the quadrant. They have no effect on things in
|
||
adjacent quadrants.
|
||
|
||
If more than one torpedo is fired and only one target sector is
|
||
specified, all torpedoes are fired at that sector. For example, to
|
||
fire two torpedoes at sector 3 - 4, you type
|
||
|
||
PHO 2 3 4 (or) PHO 2 3 4 3 4
|
||
|
||
To fire torpedoes at, consecutively, sectors 2 - 6, 1 - 10, and 4 -
|
||
7, type
|
||
|
||
PHO 3 2 6 1 10 4 7
|
||
|
||
There is no restriction to fire directly at a sector. For example,
|
||
you can enter
|
||
|
||
PHO 1 3 2.5
|
||
|
||
to aim between two sectors. However, sector numbers must be 1 to 10
|
||
inclusive.
|
||
|
||
15
|
||
********************
|
||
* DOCK AT STARBASE *
|
||
********************
|
||
|
||
Mnemonic: DOCK
|
||
Shortest abbreviation: D
|
||
|
||
You may dock your starship whenever you are in one of the eight
|
||
sector positions immediately adjacent to a starbase. When you dock,
|
||
your starship is resupplied with energy, shield energy photon
|
||
torpedoes, and life support reserves. Repairs also proceed faster at
|
||
starbase, so if some of your devices are damaged, you may wish to
|
||
stay at base (by using the "REST" command) until they are fixed. If
|
||
your ship has more than its normal maximum energy (which can happen
|
||
if you've loaded crystals) the ship's energy is not changed.
|
||
|
||
You may not dock while in standard orbit around a planet.
|
||
|
||
Starbases have their own deflector shields, so you are completely
|
||
safe from phaser attack while docked. You are also safe from
|
||
long-range tractor beams.
|
||
|
||
Starbases also have both short and long range sensors, which you can
|
||
use if yours are broken. There's also a subspace radio to get
|
||
information about happenings in the galaxy. Mr. Spock will update the
|
||
star chart if your ask for it while docked and your own radio is dead.
|
||
|
||
|
||
********
|
||
* REST *
|
||
********
|
||
|
||
Mnemonic: REST
|
||
Shortest abbreviation: R
|
||
Full command: REST <NUMBER OF STARDATES>
|
||
|
||
This command simply allows the specified number of stardates to go
|
||
by. This is useful if you have suffered damages and wish to wait
|
||
until repairs are made before you go back into battle.
|
||
|
||
It is not generally advisable to rest while you are under attack by
|
||
Klingons.
|
||
|
||
|
||
**************************
|
||
* CALL STARBASE FOR HELP *
|
||
**************************
|
||
|
||
Mnemonic: CALL
|
||
(No abbreviation)
|
||
|
||
[Originally, this command was called "HELP", but these days it might
|
||
be misinterpreted as built-in documentation!]
|
||
|
||
When you get into serious trouble, you may call starbase for help.
|
||
Starbases have a device called a "long-range transporter beam" which
|
||
they can use to teleport you to base. This works by dematerializing
|
||
your starship at its current position and re-materializing it
|
||
adjacent to the nearest starbase. Teleportation is instantaneous,
|
||
and starbase supplies the required energy--all you have to do is let
|
||
them know (via subspace radio) that you need to be rescued.
|
||
16
|
||
This command should be employed only when absolutely necessary. In
|
||
the first place, calling for help is an admission on your part that
|
||
you got yourself into something you cannot get yourself out of, and
|
||
you are heavily penalized for this in the final scoring. Secondly,
|
||
the long-range transporter beam is not reliable--starbase can always
|
||
manage to dematerialize your starship, but (depending on distance)
|
||
may or may not be able to re-materialize you again. The long-range
|
||
transporter beam has no absolute maximum range; if you are in the
|
||
same quadrant as a starbase, you have a good chance (about 90%) of
|
||
re-materializing successfully. Your chances drop to roughly 50-50 at
|
||
just over 3 quadrants.
|
||
|
||
|
||
****************
|
||
* ABANDON SHIP *
|
||
****************
|
||
|
||
Mnemonic: ABANDON
|
||
(no abbreviation)
|
||
|
||
You may abandon the Enterprise if necessary. If there is still a
|
||
starbase in the galaxy, you will be sent there and put in charge of a
|
||
weaker ship, the Faerie Queene.
|
||
|
||
The Faerie Queene cannot be abandoned.
|
||
|
||
|
||
*****************
|
||
* SELF-DESTRUCT *
|
||
*****************
|
||
|
||
Mnemonic: DESTRUCT
|
||
(no abbreviation)
|
||
|
||
You may self-destruct, thus killing yourself and ending the game. If
|
||
there are nearby Klingons, you may take a few of them with you (the
|
||
more energy you have left, the bigger the bang).
|
||
|
||
In order to self-destruct you must remember the password you typed in
|
||
at the beginning of the game.
|
||
|
||
|
||
|
||
******************************
|
||
* TERMINATE THE CURRENT GAME *
|
||
******************************
|
||
|
||
Mnemonic: QUIT
|
||
(no abbreviation)
|
||
|
||
Immediately cancel the current game; no conclusion is reached. You
|
||
will be given an opportunity to start a new game or to leave the Star
|
||
Trek program.
|
||
|
||
|
||
17
|
||
***************
|
||
* SENSOR-SCAN *
|
||
***************
|
||
|
||
Mnemonic: SENSORS
|
||
Shortest abbreviation: SE
|
||
|
||
Utilizing the short-range sensors, science officer Spock gives you a
|
||
readout on any planet in your quadrant. Planets come in three
|
||
classes: M, N, and O. Only class M planets have earth-like
|
||
conditions. Spock informs you if the planet has any dilithium
|
||
crystals. Sensor scans are free.
|
||
|
||
|
||
************************
|
||
* ENTER STANDARD ORBIT *
|
||
************************
|
||
|
||
Mnemonic: ORBIT
|
||
Shortest abbreviation: O
|
||
|
||
To land on a planet you must first be in standard orbit. You achieve
|
||
this in a manner similar to docking at starbase. Moving to one of
|
||
the eight sector positions immediately adjacent to the planet, you
|
||
give the orbit command which puts your ship into standard orbit about
|
||
the planet. Since this is a maneuver, a small amount of time is
|
||
used; negligible energy is required. If enemies are present, they
|
||
will attack.
|
||
|
||
|
||
**********************
|
||
* TRANSPORTER-TRAVEL *
|
||
**********************
|
||
|
||
Mnemonic: TRANSPORT
|
||
Shortest abbreviation: T
|
||
|
||
The transporter is a device which can convert any physical object
|
||
into energy, beam the energy through space, and reconstruct the
|
||
physical object at some destination. Transporting is one way to land
|
||
on a planet. Since the transporter has a limited range, you must be
|
||
in standard orbit to beam down to a planet. Shields must be down
|
||
while transporting.
|
||
|
||
The transport command is used to beam a landing party onto a planet
|
||
to mine "dilithium crystals". Each time the command is given the
|
||
landing party (which you lead) moves from the ship to the planet, or
|
||
vice-versa.
|
||
|
||
You are advised against needless transporting, since like all
|
||
devices, the transporter will sometimes malfunction.
|
||
|
||
The transporter consumes negligible time and energy. Its use does
|
||
not constitute a "turn".
|
||
|
||
18
|
||
*****************
|
||
* SHUTTLE CRAFT *
|
||
*****************
|
||
|
||
Mnemonic: SHUTTLE
|
||
Shortest abbreviation: SHU
|
||
|
||
An alternate way to travel to and from planets. Because of limited
|
||
range, you must be in standard orbit to use the shuttle craft, named
|
||
"Galileo". Shields must be down.
|
||
|
||
Unlike transporting, use of the shuttle craft does constitute a
|
||
"turn" since time is consumed. The time naturally depends on orbit
|
||
altitude, and is equal to 3.0e-5 times altitude. Shuttling uses no
|
||
ship energy.
|
||
|
||
You should use the same travel device going from the planet to the
|
||
ship as you use to go from the ship to the planet. However it is
|
||
possible to transport to the planet and have the Galileo crew come
|
||
and pick your landing party up, or to take the Galileo to the planet
|
||
and then transport back, leaving the shuttle craft on the planet.
|
||
|
||
|
||
***************************
|
||
* MINE DILITHIUM CRYSTALS *
|
||
***************************
|
||
|
||
Mnemonic: MINE
|
||
Shortest abbreviation: MI
|
||
|
||
Once you and your mining party are on the surface of a planet which
|
||
has dilithium crystals, this command will dig them for you.
|
||
|
||
Mining requires time and constitutes a "turn". No energy is used.
|
||
Class M planets require 0.1 to 0.3 stardates to mine. Class N
|
||
planets take twice as long, and class O planets take three times as
|
||
long.
|
||
|
||
Dilithium crystals contain enormous energy in a form that is readily
|
||
released in the ship's power system. It is an excellent idea to mine
|
||
them whenever possible, for use in emergencies. You keep the
|
||
crystals until the game is over or you abandon ship when not at a
|
||
starbase.
|
||
|
||
|
||
***************************
|
||
* LOAD DILITHIUM CRYSTALS *
|
||
***************************
|
||
|
||
Mnemonic: CRYSTALS
|
||
Shortest abbreviation: CR
|
||
|
||
This is a very powerful command which should be used with caution.
|
||
Once you have dilithium crystals aboard ship, this command will
|
||
instruct engineering officer Scott and Mr. Spock to place a raw
|
||
dilithium crystal into the power channel of the ship's
|
||
matter-antimatter converter. When it works, this command will
|
||
greatly boost the ship's energy.
|
||
19
|
||
Because the crystals are raw and impure, instabilities can occur in
|
||
the power channel. Usually Scotty can control these. When he
|
||
cannot, the results are disastrous. Scotty will use those crystals
|
||
that appear to be most stable first.
|
||
|
||
Since using raw dilithium crystals for this purpose entails
|
||
considerable risk, Starfleet Regulations allow its use only during
|
||
"condition yellow". No time or energy is used.
|
||
|
||
|
||
*****************
|
||
* PLANET REPORT *
|
||
*****************
|
||
|
||
Mnemonic: PLANETS
|
||
Shortest abbreviation: PL
|
||
|
||
Mr. Spock presents you a list of the available information on planets
|
||
in the galaxy. Since planets do not show up on long-range scans, the
|
||
only way to obtain this information is with the "SENSORS" command.
|
||
|
||
|
||
**********
|
||
* FREEZE *
|
||
**********
|
||
|
||
Mnemonic: FREEZE
|
||
(no abbreviation)
|
||
Full command: FREEZE <FILE NAME>
|
||
|
||
The purpose of the FREEZE command is to allow a player to save the
|
||
current state of the game, so that it can be finished later. A
|
||
plaque may not be generated from a frozen game. A file with the
|
||
specified <file name> and type '.TRK' is created (if necessary) in
|
||
the current directory, and all pertinent information about the game
|
||
is written to that file. The game may be continued as usual or be
|
||
terminated at the user's option.
|
||
|
||
To restart a game created by the "FREEZE" command, the user need only
|
||
type "FROZEN" in response to the initial question about the type of
|
||
game desired, followed by the <file name>.
|
||
|
||
NOTE: A "tournament" game is like a frozen game, with the following
|
||
differences. (1) Tournament games always start from the beginning,
|
||
while a frozen game can start at any point. (2) Tournament games
|
||
require only that the player remember the name or number of the
|
||
tournament, while the information about a frozen game must be kept on
|
||
a file. Tournament games can be frozen, but then they behave like
|
||
regular frozen games.
|
||
|
||
A point worth noting is that 'FREEZE' does not save the seed for the
|
||
random number generator, so that identical actions after restarting
|
||
the same frozen game can lead to different results. However,
|
||
identical actions after starting a given tournament game always lead
|
||
to the same results.
|
||
20
|
||
***********
|
||
* REQUEST *
|
||
***********
|
||
|
||
Mnemonic: REQUEST
|
||
Shortest abbreviation: REQ
|
||
Full command: REQUEST <ITEM>
|
||
|
||
This command allows you to get any single piece of information from
|
||
the <STATUS> command. <ITEM> specifies which information as follows:
|
||
|
||
INFORMATION MNEMONIC FOR <ITEM> SHORTEST ABBREVIATION
|
||
|
||
STARDATE DATE D
|
||
CONDITION CONDITION C
|
||
POSITION POSITION P
|
||
LIFE SUPPORT LSUPPORT L
|
||
WARP FACTOR WARPFACTOR W
|
||
ENERGY ENERGY E
|
||
TORPEDOES TORPEDOES T
|
||
SHIELDS SHIELDS S
|
||
KLINGONS LEFT KLINGONS K
|
||
TIME LEFT TIME TI
|
||
|
||
|
||
**************************
|
||
* EXPERIMENTAL DEATH RAY *
|
||
**************************
|
||
|
||
Mnemonic: DEATHRAY
|
||
(No abbreviation)
|
||
|
||
This command should be used only in those desperate cases where you
|
||
have absolutely no alternative. The death ray uses energy to
|
||
rearrange matter. Unfortunately, its working principles are not yet
|
||
thoroughly understood, and the results are highly unpredictable.
|
||
|
||
The only good thing that can result is the destruction of all enemies
|
||
in your current quadrant. This will happen about 70% of the time.
|
||
Only enemies are destroyed; starbases, stars, and planets are
|
||
unaffected.
|
||
|
||
Constituting the remaining 30% are results varying from bad to fatal.
|
||
|
||
The death ray requires no energy or time, but if you survive, enemies
|
||
will hit you.
|
||
|
||
The Faerie Queene has no death ray.
|
||
|
||
If the death ray is damaged in its use, it must be totally replaced.
|
||
This can only be done at starbase. Because it is a very complex
|
||
device, it takes 9.99 stardates at base to replace the death ray.
|
||
The death ray cannot be repaired in flight.
|
||
|
||
21
|
||
***************************
|
||
* LAUNCH DEEP SPACE PROBE *
|
||
***************************
|
||
|
||
Mnemonic: PROBE
|
||
Shortest abbreviation: PR
|
||
Full command: PROBE <ARMED> MANUAL <displacement>
|
||
PROBE <ARMED> AUTOMATIC <destination>
|
||
|
||
The Enterprise carries a limited number of Long Range Probes. These
|
||
fly to the end of the galaxy and report back a count of the number of
|
||
important things found in each quadrant through which it went. The
|
||
probe flies at warp 10, and therefore uses time during its flight.
|
||
Results are reported immediately via subspace radio and are recorded
|
||
in the star chart.
|
||
|
||
The probe can also be armed with a NOVAMAX warhead. When launched
|
||
with the warhead armed, the probe flies the same except as soon as it
|
||
reaches the target location, it detonates the warhead in the heart of
|
||
a star, causing a supernova and destroying everything in the
|
||
quadrant. It then flies no further. There must be a star in the
|
||
target quadrant for the NOVAMAX to function.
|
||
|
||
The probe can fly around objects in a galaxy, but is destroyed if it
|
||
enters a quadrant containing a supernova, or if it leaves the galaxy.
|
||
|
||
The target location is specified in the same manner as the MOVE
|
||
command, however for automatic movement, if only one pair of
|
||
coordinates are specified they are assumed to be the quadrant and not
|
||
the sector in the current quadrant!
|
||
|
||
The Faerie Queene has no probes.
|
||
|
||
|
||
******************
|
||
* EMERGENCY EXIT *
|
||
******************
|
||
|
||
Mnemonic: EMEXIT
|
||
Shortest abbreviation: E
|
||
|
||
This command provides a quick way to exit from the game when you
|
||
observe a Klingon battle cruiser approaching your terminal. Its
|
||
effect is to freeze the game on the file 'EMSAVE.TRK' in your current
|
||
directory, erase the screen, and exit.
|
||
|
||
Of course, you do loose the chance to get a plaque when you use this
|
||
maneuver.
|
||
|
||
|
||
****************
|
||
* ASK FOR HELP *
|
||
****************
|
||
|
||
Mnemonic: HELP
|
||
Full command: HELP <command>
|
||
|
||
This command reads the appropriate section from the SST.DOC file,
|
||
providing the file is in the current directory.
|
||
|
||
22
|
||
*******************
|
||
* CLOAKING DEVICE *
|
||
*******************
|
||
|
||
Mnemonic: CLOAK
|
||
Shortest abbreviation: CLOAK
|
||
Full commands: CLOAK ON
|
||
CLOAK OFF
|
||
|
||
The cloaking device prevents your ship from being seen by any enemy
|
||
vessels. When the cloaking device is in use, your subspace radio will
|
||
not receive transmissions, torpedoes will be less accurate, you cannot
|
||
dock, and you cannot use your warp engines. Enemy ships will get a
|
||
chance to attack you when you turn clocking on.
|
||
|
||
The Treaty of Algeron with the Romulans in Stardate 2311 prohibits the
|
||
use of cloaking devices. If a Romulan ship observes you cloaking or
|
||
uncloaking after this point in time you will be in violation, which
|
||
will hurt your final score.
|
||
|
||
The Faerie Queene does not have a cloaking device.
|
||
|
||
********************
|
||
* CAPTURE KLINGONS *
|
||
********************
|
||
|
||
Mnemonic: CAPTURE
|
||
Shortest abbreviation: CA
|
||
|
||
The capture command provides a more humane way to end a battle than
|
||
just destroying the Klingon battleship with the crew aboard. Assuming
|
||
the subspace radio and transporter are working, and there is room in
|
||
the brig, this command will ask the captain of the weakest Klingon
|
||
ship in the quadrant to surrender. If the captain agrees, some of the
|
||
crew will transport to your ship and the Klingon ship will be
|
||
destroyed. This command does take time and you will be attacked by any
|
||
other enemy ships if the surrender occurs.
|
||
|
||
When you dock, any captured Klingons will be transferred to the base
|
||
and you will be credited with the lives you save.
|
||
|
||
*****************
|
||
* GET THE SCORE *
|
||
*****************
|
||
|
||
Mnemonic: SCORE
|
||
Shortest abbreviation: SC
|
||
|
||
Shows what the score would be if the game were to end naturally at
|
||
this point. Since the game hasn't really ended and you lose points if
|
||
you quit, this is perhaps a meaningless command, but it gives you a
|
||
general idea of how well you are performing.
|
||
|
||
**********MISCELLANEOUS NOTES********** 23
|
||
|
||
Starbases can be attacked by either commanders or by the
|
||
"Super-Commander". When this happens, you will be notified by
|
||
subspace radio, provided it is working. The message will inform you
|
||
how long the base under attack can last. Since the "Super-Commander"
|
||
is more powerful than an ordinary commander, he can destroy a base
|
||
more quickly.
|
||
|
||
The "Super-Commander" travels around the galaxy at a speed of about
|
||
warp 6 or 7. His movement is strictly time based; the more time
|
||
passes, the further he can go.
|
||
|
||
Scattered through the galaxy are certain zones of control,
|
||
collectively designated the "Romulan Neutral Zone". Any quadrant
|
||
which contains Romulans without Klingons is part of the Neutral Zone,
|
||
except if a base is present. Since Romulans do not show on either
|
||
the long-range scan or the star chart, it is easy for you to stumble
|
||
into this zone. When you do, if your subspace radio is working, you
|
||
will receive a warning message from the Romulan, politely asking you
|
||
to leave.
|
||
|
||
In general, Romulans are a galactic nuisance.
|
||
|
||
The high-speed shield control is fairly reliable, but it has been
|
||
known to malfunction.
|
||
|
||
You can observe the galactic movements of the "Super-Commander" on
|
||
the star chart, provided he is in territory you have scanned and your
|
||
subspace radio is working.
|
||
|
||
Periodically, you will receive intelligence reports from starfleet
|
||
command, indicating the current quadrant of the "Super-Commander".
|
||
Your subspace radio must be working, of course.
|
||
|
||
Each quadrant will contain from 0 to 3 black holes. Torpedoes
|
||
entering a black hole disappear. In fact, anything entering a black
|
||
hole disappears, permanently. If you can displace an enemy into one,
|
||
he is a goner. Black holes do not necessarily remain in a quadrant.
|
||
they are transient phenomena.
|
||
|
||
Commanders will ram your ship, killing themselves and inflicting
|
||
heavy damage to you, if they should happen to decide to advance into
|
||
your sector.
|
||
|
||
You can get a list of commands by typing "COMMANDS".
|
||
|
||
----------SCORING---------- 24
|
||
|
||
|
||
Scoring is fairly simple. You get points for good things, and you
|
||
lose points for bad things.
|
||
|
||
You gain--
|
||
|
||
(1) 10 points for each ordinary Klingon ship you destroy,
|
||
(2) 50 points for each commander ship you destroy,
|
||
(3) 200 points for destroying the "Super-Commander" ship,
|
||
(4) 3 points for each Klingon captured.
|
||
(5) 20 points for each Romulan ship destroyed,
|
||
(6) 1 point for each Romulan captured.
|
||
(7) 500 times your average Klingon ship/stardate kill rate. If you
|
||
lose the game, your kill rate is based on a minimum of
|
||
5 stardates.
|
||
(8) You get a bonus if you win the game, based on your rating:
|
||
Novice=100, Fair=200, Good=300, Expert=400, Emeritus=500.
|
||
|
||
You lose--
|
||
|
||
(8) 200 points if you get yourself killed,
|
||
(9) 100 points for each starbase you destroy,
|
||
(10) 100 points for each starship you lose,
|
||
(11) 100 points for each violation of the Treaty of Algeron observed,
|
||
(12) 45 points for each time you had to call for help,
|
||
(13) 10 points for each planet you destroyed,
|
||
(14) 5 points for each star you destroyed, and
|
||
(15) 1 point for each casualty you incurred.
|
||
|
||
In addition to your score, you may also be promoted one grade in rank
|
||
if you play well enough. Promotion is based primarily on your
|
||
Klingon/stardate kill rate, since this is the best indicator of
|
||
whether you are ready to go on to the next higher rating. However,
|
||
if you have lost 100 or more points in penalties, the required kill
|
||
rate goes up. Normally, the required kill rate is 0.1 * skill *
|
||
(skill + 1.0) + 0.1, where skill ranges from 1 for Novice to 5 for
|
||
Emeritus.
|
||
|
||
You can be promoted from any level. There is a special promotion
|
||
available if you go beyond the "Expert" range. You can also have a
|
||
certificate of merit printed with your name, date, and Klingon kill
|
||
rate, provided you are promoted from either the "Expert" or
|
||
"Emeritus" levels. This "plaque" requires a 132 column printer. You
|
||
may need print the certificate to a file, import it into your word
|
||
processor, selecting Courier 8pt font, and then print in "landscape
|
||
orientation".
|
||
|
||
You should probably start out at the novice level, even if you are
|
||
already familiar with one of the other versions of the Star Trek
|
||
game--but, of course, the level of game you play is up to you. If
|
||
you want to start at the Expert level, go ahead. It's your funeral.
|
||
The emeritus game is strictly for masochists.
|
||
|
||
----------HANDY REFERENCE PAGE---------- 25
|
||
|
||
ABBREV FULL COMMAND DEVICE USED
|
||
------ ------------ -----------
|
||
ABANDON ABANDON shuttle craft
|
||
C CHART (none)
|
||
CA CAPTURE subspace radio, transporter
|
||
CALL CALL (for help) subspace radio
|
||
CL CLOAK cloaking
|
||
CO COMPUTER computer
|
||
CR CRYSTALS (none)
|
||
DA DAMAGES (none)
|
||
DEATHRAY DEATHRAY (none)
|
||
DESTRUCT DESTRUCT computer
|
||
D DOCK (none)
|
||
E EMEXIT (none)
|
||
FREEZE FREEZE <FILE NAME> (none)
|
||
I IMPULSE <MANUAL> <DISPLACEMENT> impulse engines
|
||
IMPULSE AUTOMATIC <DESTINATION> impulse engines and computer
|
||
L LRSCAN long-range sensors
|
||
MI MINE (none)
|
||
M MOVE <MANUAL> <DISPLACEMENT> warp engines
|
||
MOVE AUTOMATIC <DESTINATION> warp engines and computer
|
||
O ORBIT warp or impulse engines
|
||
P PHASERS <TOTAL AMOUNT> phasers and computer
|
||
PHASERS AUTOMATIC <TOTAL AMOUNT> phasers, computer, sr sensors
|
||
PHASERS MANUAL <AMT1> <AMT2> ... phasers
|
||
PHO PHOTONS <NUMBER> <TARGETS> torpedo tubes
|
||
PL PLANETS (none)
|
||
PR PROBE <ARMED> <MANUAL> <DISPLACEMENT> probe launcher, radio
|
||
PROBE <ARMED> AUTOMATIC <DESTINATION> launcher, radio, computer
|
||
REP REPORT (none)
|
||
REQ REQUEST (none)
|
||
R REST <NUMBER OF STARDATES> (none)
|
||
QUIT QUIT (none)
|
||
S SRSCAN <NO or CHART> short-range sensors
|
||
SC SCORE (none)
|
||
SE SENSORS short-range sensors
|
||
SH SHIELDS <UP, DOWN, or TRANSFER> deflector shields
|
||
SHU SHUTTLE shuttle craft
|
||
ST STATUS (none)
|
||
T TRANSPORT transporter
|
||
W WARP <FACTOR> (none)
|
||
|
||
L. R. Scan: thousands digit: supernova
|
||
hundreds digit: Klingons
|
||
tens digit: starbases
|
||
ones digit: stars
|
||
period (.): digit not known (star chart only)
|
||
|
||
Courses are given in manual mode in X - Y displacements; in automatic
|
||
mode as destination quadrant and/or sector. Manual mode is default.
|
||
Distances are given in quadrants. A distance of one sector is 0.1 quadrant.
|
||
Ordinary Klingons have about 400 units of energy, Commanders about
|
||
1200. Romulans normally have about 800 units of energy, and the
|
||
(GULP) "Super-Commander" has about 1800.
|
||
Phaser fire diminishes to about 60 percent at 5 sectors. Up to 1500
|
||
units may be fired in a single burst without danger of overheat.
|
||
Warp 6 is the fastest safe speed. At higher speeds, engine damage
|
||
may occur. At warp 10 you may enter a time warp.
|
||
Shields cost 50 units of energy to raise, and double the power
|
||
requirements of moving under warp drive. Engaging the high-speed
|
||
shield control requires 200 units of energy.
|
||
Warp drive requires (distance)*(warp factor cubed) units of energy
|
||
to travel at a speed of (warp factor squared)/10 quadrants per stardate.
|
||
Impulse engines require 20 units to warm up, plus 100 units per
|
||
quadrant. Speed is just under one sector per stardate.
|
||
********MODIFICATIONS******** 26
|
||
|
||
Back in (about) 1977 I got a copy of this Super Star Trek game for
|
||
the CDC 6600 mainframe computer. Someone had converted it to PDP-11
|
||
Fortran but couldn't get it to run because of its size. I modified
|
||
the program to use overlays and managed to shoehorn it in on the 58k
|
||
byte machine.
|
||
|
||
I liked the game so much I put some time into fixing bugs, mainly
|
||
what could be called continuity errors and loopholes in the game's
|
||
logic. We even played a couple tournaments.
|
||
|
||
In 1979, I lost access to that PDP-11. I did save the source code
|
||
listing. In 1995, missing that old friend, I started converting the
|
||
program into portable ANSI C. It's been slow, tedious work that took
|
||
over a year to accomplish.
|
||
|
||
In early 1997, I got the bright idea to look for references to "Super
|
||
Star Trek" on the World Wide Web. There weren't many hits, but there
|
||
was one that came up with 1979 Fortran sources! This version had a
|
||
few additional features that mine didn't have, however mine had some
|
||
feature it didn't have. So I merged its features that I liked. I also
|
||
took a peek at the DECUS version (a port, less sources, to the
|
||
PDP-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 user
|
||
expectations. The DECUS version apparently made those changes as well
|
||
as changing "freeze" to "save". However I like "freeze".
|
||
|
||
I added EMEXIT from the 1979 version.
|
||
|
||
That later version also mentions srscan and lrscan working when
|
||
docked (using the starbase's scanners), so I made some changes here
|
||
to do this (and indicating that fact to the player), and then
|
||
realized the base would have a subspace radio as well -- doing a
|
||
Chart when docked updates the star chart, and all radio reports will
|
||
be heard. The Dock command will also give a report if a base is under
|
||
attack.
|
||
|
||
It also had some added logic to spread the initial positioning of
|
||
bases. That made sense to add because most people abort games with
|
||
bad 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, it
|
||
was less "experimental" because the 1979 version had a 70% success
|
||
rate. However it was prone to breaking after use. I upgraded the
|
||
deathray, 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 to
|
||
ram the Enterprise; it had never worked right. The 1979 version
|
||
seems to have it all fixed up, but I'm still not overly happy with
|
||
the algorithm.
|
||
|
||
The DECUS version had a Deep Space Probe. Looked like a good idea
|
||
so 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.
|
||
|
||
|
||
----------ACKNOWLEDGMENTS---------- 27
|
||
|
||
The authors would like to thank Professor Michael Duggan for his
|
||
encouragement and administrative assistance with the development of
|
||
the Star Trek game, without which it might never have been completed.
|
||
|
||
Much credit is due to Patrick McGehearty and Rich Cohen, who assisted
|
||
with the original design of the game and contributed greatly to its
|
||
conceptual development.
|
||
|
||
Thanks are also due to Carl Strange, Hardy Tichenor and Steven Bruell
|
||
for their assistance with certain coding problems.
|
||
|
||
This game was inspired by and rather loosely based on an earlier
|
||
game, programmed in the BASIC language, by Jim Korp and Grady Hicks.
|
||
It is the authors' understanding that the BASIC game was in turn
|
||
derived from a still earlier version in use at Penn State University.
|
||
|
||
|
||
|
||
|
||
----------REFERENCES----------
|
||
|
||
|
||
1. "Star Trek" (the original television series), produced and
|
||
directed by Gene Rodenberry.
|
||
|
||
2. "Star Trek" (the animated television series), produced by Gene
|
||
Rodenberry and directed by Hal Sutherland. Also excellent,
|
||
and not just kiddie fare. If you enjoyed the original series
|
||
you should enjoy this one (unless you have some sort of a
|
||
hangup about watching cartoons).
|
||
|
||
3. "The Making of Star Trek", by Steven E. Whitfield and Gene
|
||
Rodenberry. The best and most complete readily available
|
||
book about Star Trek. (Ballantine Books)
|
||
|
||
4. "The World of Star Trek", by David Gerrold. Similiar in scope
|
||
to the above book. (Bantam)
|
||
|
||
5. "The Star Trek Guide", third revision 4/17/67, by Gene
|
||
Rodenberry. The original writer's guide for the television
|
||
series, but less comprehensive than (3) above.
|
||
(Norway Productions)
|
||
|
||
6. "The Trouble With Tribbles", by David Gerrold. Includes the
|
||
complete script of this popular show. (Ballantine Books)
|
||
|
||
7. "Star Trek", "Star Trek 2", ..., "Star Trek 9", by James Blish.
|
||
The original shows in short story form. (Bantam)
|
||
|
||
8. "Spock Must Die", by James Blish. An original novel, but
|
||
rather similar to the show "The Enemy Within". (Bantam)
|
||
|
||
9. Model kits of the Enterprise and a "Klingon Battle-Cruiser"
|
||
by AMT Corporation are available at most hobby shops.
|