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7445 leency 1
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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30
 
31
                     Produced For Your Enjoyment
32
 
33
                                 By
34
 
35
                            David Matuszek
36
                                 and
37
                            Paul Reynolds
38
 
39
                        With Modifications By
40
                              Don Smith
41
 
42
                            Resurrected By
43
                               Tom Almy
44
 
45
     Permission is hereby granted for the copying, distribution,
46
 modification and use of this program and associated documentation
47
 for recreational purposes, provided that all references to the
48
 authors are retained.  However, permission is not and will not be
49
 granted for the sale or promotional use of this program or program
50
 documentation, or for use in any situation in which profit may be
51
 considered an objective, since it is the desire of the authors to
52
 respect the copyrights of the originators of Star Trek.
53
 
54
             ----------TABLE OF CONTENTS----------
55
 
56
     SECTION                                               PAGE
57
 
58
       INTRODUCTION TO THE GAME . . . . . . . . . . . . . .   1
59
 
60
       HOW TO ISSUE COMMANDS. . . . . . . . . . . . . . . .   4
61
 
62
       DESCRIPTIONS OF COMMANDS . . . . . . . . . . . . . .   5
63
 
64
            SHORT-RANGE SCAN. . . . . . . . . . . . . . . .   5
65
            STATUS REPORT . . . . . . . . . . . . . . . . .   6
66
            LONG-RANGE SCAN . . . . . . . . . . . . . . . .   7
67
            STAR CHART. . . . . . . . . . . . . . . . . . .   8
68
            DAMAGE REPORT . . . . . . . . . . . . . . . . .   8
69
            MOVE UNDER WARP DRIVE . . . . . . . . . . . . .   9
70
            WARP FACTOR . . . . . . . . . . . . . . . . . .  10
71
            IMPULSE ENGINES . . . . . . . . . . . . . . . .  10
72
            DEFLECTOR SHIELDS . . . . . . . . . . . . . . .  11
73
            PHASERS . . . . . . . . . . . . . . . . . . . .  12
74
            REPORT. . . . . . . . . . . . . . . . . . . . .  13
75
            COMPUTER. . . . . . . . . . . . . . . . . . . .  13
76
            PHOTON TORPEDOES. . . . . . . . . . . . . . . .  14
77
            DOCK AT STARBASE. . . . . . . . . . . . . . . .  15
78
            REST. . . . . . . . . . . . . . . . . . . . . .  15
79
            CALL STARBASE FOR HELP. . . . . . . . . . . . .  15
80
            ABANDON SHIP. . . . . . . . . . . . . . . . . .  16
81
            SELF-DESTRUCT . . . . . . . . . . . . . . . . .  16
82
            TERMINATE THE CURRENT GAME. . . . . . . . . . .  16
83
            SENSOR-SCAN . . . . . . . . . . . . . . . . . .  17
84
            ENTER STANDARD ORBIT. . . . . . . . . . . . . .  17
85
            TRANSPORTER-TRAVEL. . . . . . . . . . . . . . .  17
86
            SHUTTLE CRAFT . . . . . . . . . . . . . . . . .  18
87
            MINE DILITHIUM CRYSTALS . . . . . . . . . . . .  18
88
            LOAD DILITHIUM CRYSTALS . . . . . . . . . . . .  18
89
            PLANET REPORT . . . . . . . . . . . . . . . . .  19
90
            FREEZE. . . . . . . . . . . . . . . . . . . . .  19
91
            REQUEST . . . . . . . . . . . . . . . . . . . .  20
92
            EXPERIMENTAL DEATH RAY. . . . . . . . . . . . .  20
93
            LAUNCH DEEP SPACE PROBE . . . . . . . . . . . .  21
94
            EMERGENCY EXIT. . . . . . . . . . . . . . . . .  21
95
            ASK FOR HELP. . . . . . . . . . . . . . . . . .  21
96
            CLOAKING DEVICE . . . . . . . . . . . . . . . .  22
97
            CAPTURE KLINGONS  . . . . . . . . . . . . . . .  22
98
            GET THE SCORE . . . . . . . . . . . . . . . . .  22
99
 
100
       MISCELLANEOUS NOTES. . . . . . . . . . . . . . . . .  23
101
 
102
       SCORING. . . . . . . . . . . . . . . . . . . . . . .  24
103
 
104
       HANDY REFERENCE PAGE . . . . . . . . . . . . . . . .  25
105
 
106
       MODIFICATIONS. . . . . . . . . . . . . . . . . . . .  26
107
 
108
       ACKNOWLEDGMENTS. . . . . . . . . . . . . . . . . . .  27
109
 
110
       REFERENCES . . . . . . . . . . . . . . . . . . . . .  27
111
 
112
 
113
 
114
               -----INTRODUCTION TO THE GAME-----                       1
115
 
116
 
117
The Organian Peace Treaty has collapsed, and the Federation is at war
118
with the Klingon Empire.  Joining the Klingons against the Federation
119
are the members of the "Romulan Star Empire."  As commander of the
120
Starship U.S.S. Enterprise, your job is to wipe out the Klingon
121
invasion fleet and make the galaxy safe for democracy.
122
 
123
Your battleground is the entire galaxy, which for convenience is
124
divided up into eight rows of eight quadrants each, like a
125
checkerboard.  Rows are numbered from top to bottom, and columns are
126
numbered left to right, so quadrant 1 - 8 would be in the upper right
127
hand corner of the galaxy.
128
 
129
During battle you will be concerned only with those enemies that
130
occupy the same quadrant as yourself.  Quadrants are divided up into
131
sectors: ten rows of ten sectors each. Sectors are numbered in the
132
same way as quadrants, so the sector in the upper right corner is
133
sector 1 - 10.  You have a short-range scanner which allows you to
134
look at the entire quadrant in a single display.
135
 
136
Enemies recharge during your absence.  If you leave a quadrant
137
containing a weakened enemy, when you return to that quadrant he will
138
be strong again.  Also, each time you enter a quadrant, the positions
139
of everything in the quadrant (except your ship) are randomized, to
140
save you the trouble of trying to remember where everything in the
141
quadrant is.  Notice that this refers only to the positions of things
142
in the quadrant--the numbers of each kind of thing are not changed
143
(except for black holes and the Super-commander, which move around
144
the galaxy).  If you kill something, it stays dead.
145
 
146
The Romulans are not as serious a threat to the Federation as the
147
Klingons.  For one thing, there are not as many of them.  For
148
another, the Romulans are not as treacherous.  However, Romulans are
149
not to be trifled with, especially when you are in violation of the
150
"Romulan Neutral Zone."
151
 
152
There are two kinds of Klingons: Ordinary Klingons, which are bad
153
enough, and Klingon Commanders, which are even worse.  Commanders are
154
about three times stronger than ordinary Klingons.  Commanders are
155
more resistant to your weapons.  Commanders can move about during
156
battle while Ordinary Klingons stay put.  And finally, Commanders
157
have a thing called a "long-range tractor beam" which they can use,
158
at random intervals, to yank you away from what you are doing into
159
their quadrant, to do battle with them.  There is also a special
160
commander, called the "Super-commander."  This character is so bad he
161
is reserved for the Good, Expert, and Emeritus games.  Fortunately,
162
there is just one Super-commander in a game.  In addition to the
163
undesirable traits of Commanders, he can move from quadrant to
164
quadrant at will, seeking out and destroying your starbases and any
165
helpful planets he runs across.  He also has a spy planted aboard
166
your ship, giving him valuable information about your condition.
167
Using this information, he can do dastardly things like tractor beam
168
your ship when you are in bad shape.  And once you've been tractor
169
beamed by the Super-commander ---
170
                                                                        2
171
But the advantages are not all on the side of the enemy.  Your ship
172
is more powerful, and has better weapons.  Besides, in the this
173
galaxy there are from two to five starbases, at which you can stop to
174
refuel and lick your wounds, safe from phaser attack or tractor
175
beams.  But you had best not dally there too long, since time is not
176
on your side.  The Klingons are not just after you; they are
177
attacking the entire Federation.  There is always a finite "time
178
left," which is how much longer the Federation can hold out if you
179
just sit on your fat behind and do nothing.  As you wipe out
180
Klingons, you reduce the rate at which the invasion fleet weakens the
181
Federation, and so the time left until the Federation collapses may
182
actually increase.  Since Klingons are the main threat to the
183
Federation, the Romulans do not figure into the "time left."  In
184
fact, you need not kill all the Romulans to win.  If you can get all
185
the Klingons, the Federation will abide forever, and you have won the
186
game.
187
 
188
Space is vast, and it takes precious time to move from one place to
189
another.  In comparison, other things happen so quickly that we
190
assume the take no time at all. Two ways that time can pass are when
191
you move, or when you issue a command to sit still and rest for a
192
period of time.  You will sometimes want to do the latter, since the
193
various devices aboard your starship may be damaged and require time
194
to repair.  Of course, repairs can be made more quickly at a starbase
195
than can in flight.
196
 
197
In addition to Klingons, Romulans, and starbases, the galaxy contains
198
(surprise) stars.  Mostly, stars are a nuisance and just get in your
199
way.  You can trigger a star into going nova by shooting one of your
200
photon torpedoes at it.  When a star novas, it does a lot of damage
201
to anything immediately adjacent to it.  If another star is adjacent
202
to a nova, it too will go nova.  Stars may also occasionally go
203
supernova; a supernova in a quadrant destroys everything in the
204
quadrant and makes the quadrant permanently uninhabitable.  You may
205
"jump over" a quadrant containing a supernova when you move, but you
206
should not stop there.
207
 
208
Supernovas may happen spontaneously, without provocation.  If a
209
supernova occurs in the same quadrant you are in, your starship has
210
an "emergency automatic override" which picks some random direction
211
and some random warp factor, and tries to throw you clear of the
212
supernova. If the supernova occurs in some other quadrant, you just
213
get a warning message from Starfleet about it (provided, of course,
214
that your subspace radio is working).
215
 
216
Also a few planets are scattered through the galaxy.  These can
217
sometimes be a great help since some of them will have "dilithium
218
crystals," which are capable of replenishing the ship's energy
219
supply.  You can either beam down to the planet surface using the
220
transporter, or take the shuttle craft "Galileo."
221
 
222
Finally, each quadrant will contain from zero to three black holes.
223
These can deflect or swallow torpedoes passing near them. They also
224
swallow enemy ships knocked into them.  If your ship enters one - - -
225
                                                                        3
226
Star Trek is a rich game, full of detail.  These instructions are
227
written at a moderate level--no attempt has been made fully to
228
describe everything about the game, but there is quite a bit more
229
here than you need to get started.  If you are new to the game, just
230
get a rough idea of the kinds of commands available, and start
231
playing.  After a game or two you will have learned everything
232
important, and the detailed command descriptions which follow will be
233
a lot more meaningful to you.
234
 
235
You have weapons: phasers and photon torpedoes. You have a defense:
236
deflector shields.  You can look at things: long-range scanners,
237
short-range scanners, and a star chart.  You can move about, under
238
warp drive or impulse power.  You can also dock at a starbase, rest
239
while repairs are being made, abandon ship, self destruct, or give up
240
and start a new game.
241
 
242
The Klingons are waiting.
243
 
244
 
245
                 -----HOW TO ISSUE COMMANDS-----                        4
246
 
247
When the game is waiting for you to enter a command it will print out
248
 
249
        COMMAND>
250
 
251
You may then type in your command.  All you have to remember for each
252
command is the mnemonic. For example, if you want to move straight up
253
one quadrant, you can type in the mnemonic (case insensitive)
254
 
255
        move
256
 
257
and the computer will prompt you with
258
 
259
        Manual or automatic-
260
 
261
Say you type in "manual". The computer then responds
262
 
263
        X and Y displacements-
264
 
265
Now you type in "0 1" which specifies an X movement of zero and a Y
266
movement of one.
267
 
268
When you have learned the commands, you can avoid being prompted
269
simply by typing in the information without waiting to be asked for
270
it. For example, in the above example, you could simply type in
271
 
272
        move manual 0 1
273
 
274
and it will be done.  Or you could type in
275
 
276
        move manual
277
 
278
and when the computer responds with the displacement prompt, you can type in
279
 
280
 
281
 
282
and it will understand.
283
 
284
You can abbreviate most mnemonics.  For "move", you can use any of
285
 
286
        move mov mo m
287
 
288
successfully.  For your safety, certain critical commands (such as to
289
abandon ship) must be written out in full.  Also, in a few cases two
290
or more commands begin with the same letter, and in this case that
291
letter refers to a particular one of the commands; to get the other,
292
your abbreviation must be two or more characters long.  This sounds
293
complicated, but you will learn the abbreviations quickly enough.
294
 
295
What this all boils down to is:
296
        (1)  You can abbreviate practically anything
297
        (2)  If you forget, the computer will prompt you
298
        (3)  If you remember, you can type it all on one line
299
 
300
If you are part way through entering a command and you change your
301
mind, you can cancel the command by typing -1 as one of the
302
parameters, with the exception of the manual move command. If
303
anything is not clear to you, experiment.  The worst you can do is
304
lose a game or two.
305
 
306
-----DESCRIPTION OF COMMANDS-----                                       5
307
 
308
 ********************
309
 * SHORT-RANGE SCAN *
310
 ********************
311
 
312
  Mnemonic:  SRSCAN
313
  Shortest abbreviation:  S
314
  Full commands:  SRSCAN
315
                  SRSCAN NO
316
                  SRSCAN CHART
317
 
318
The short-range scan gives you a considerable amount of information
319
about the quadrant your starship is in.  A short-range scan is best
320
described by an example.
321
 
322
         1 2 3 4 5 6 7 8 9 10
323
      1  * . . . . R . . . .  Stardate      2516.3
324
      2  . . . E . . . . . .  Condition     RED
325
      3  . . . . . * . B . .  Position      5 - 1, 2 - 4
326
      4  . . . S . . . . . .  Life Support  DAMAGED, Reserves=2.30
327
      5  . . . . . . . K . .  Warp Factor   5.0
328
      6  . K .   . . . . * .  Energy        2176.24
329
      7  . . . . . P . . . .  Torpedoes     3
330
      8  . . . . * . . . . .  Shields       UP, 42% 1050.0 units
331
      9  . * . . * . . . C .  Klingons Left 12
332
     10  . . . . . . . . . .  Time Left     3.72
333
 
334
 
335
The left part is a picture of the quadrant.  The E at sector 2 - 4
336
represents the Enterprise; the B at sector 3 - 8 is a starbase.
337
There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2, and a
338
Klingon Commander (C) at 9 - 9.  The (GULP) "Super-commander" (S) is
339
occupies sector 4 - 4, and a Romulan (R) is at 1 - 6.  A planet (P)
340
is at sector 7 - 6.  There are also a large number of stars (*). The
341
periods (.) are just empty space--they are printed to help you get
342
your bearings.  Sector 6 - 4 contains a black hole ( ).
343
 
344
The information on the right is assorted status information. You can
345
get this alone with the STATUS command.  The status information will
346
be absent if you type "N" after SRSCAN.  Otherwise status information
347
will be presented.
348
 
349
If you type "C" after SRSCAN, you will be given a short-range scan
350
and a Star Chart.
351
 
352
Short-range scans are free.  That is, they use up no energy and no
353
time.  If you are in battle, doing a short-range scan does not give
354
the enemies another chance to hit you.  You can safely do a
355
short-range scan anytime you like.
356
 
357
If your short-range sensors are damaged, this command will only show
358
the contents of adjacent sectors.
359
 
360
                                                                        6
361
 *****************
362
 * STATUS REPORT *
363
 *****************
364
 
365
  Mnemonic:  STATUS
366
  Shortest abbreviation: ST
367
 
368
This command gives you information about the current state of your
369
starship as follows:
370
 
371
  STARDATE - The current date. A stardate is the same as a day.
372
 
373
  CONDITION - There are four possible conditions:
374
        DOCKED - docked at starbase.
375
        RED    - in battle.
376
        YELLOW - low on energy (<1000 units)
377
        GREEN  - none of the above
378
 
379
  POSITION - Quadrant is given first, then sector
380
 
381
  LIFE SUPPORT - If "ACTIVE" then life support systems are
382
        functioning normally. If on "RESERVES" the number is how many
383
        stardates your reserve food, air, etc. will last--you must
384
        get repairs made or get to starbase before your reserves run
385
        out.
386
 
387
  WARP FACTOR - What your warp factor is currently set to.
388
 
389
  ENERGY - The amount of energy you have left. If it drops to zero,
390
        you die.
391
 
392
  TORPEDOES - How many photon torpedoes you have left.
393
 
394
  SHIELDS - Whether your shields are up or down, how strong they are
395
       (what percentage of a hit they can deflect), and shield
396
       energy.
397
 
398
  KLINGONS LEFT - How many of the Klingons are still out there.
399
 
400
  TIME LEFT - How long the Federation can hold out against the
401
        present number of Klingons; that is, how long until the end
402
        if you do nothing in the meantime.  If you kill Klingons
403
        quickly, this number will go up--if not, it will go down.  If
404
        it reaches zero, the federation is conquered and you lose.
405
 
406
Status information is free--it uses no time or energy, and if you are
407
in battle, the Klingons are not given another chance to hit you.
408
 
409
Status information can also be obtained by doing a short-range scan.
410
See the SRSCAN command for details.
411
 
412
Each item of information can be obtained singly by requesting it.
413
See REQUEST command for details.
414
 
415
                                                                        7
416
 *******************
417
 * LONG-RANGE SCAN *
418
 *******************
419
 
420
  Mnemonic:  LRSCAN
421
  Shortest abbreviation:  L
422
 
423
A long-range scan gives you general information about where you are
424
and what is around you.  Here is an example output.
425
 
426
    Long-range scan for Quadrant 5 - 1
427
       -1  107  103
428
       -1  316    5
429
       -1  105 1000
430
 
431
This scan says that you are in row 5, column 1 of the 8 by 8 galaxy.
432
The numbers in the scan indicate how many of each kind of thing there
433
is in your quadrant and all adjacent quadrants.  The digits are
434
interpreted as follows.
435
 
436
    Thousands digit:  1000 indicates a supernova (only)
437
    Hundreds digit:   number of Klingons present
438
    Tens digit:       number of starbases present
439
    Ones digit:       number of stars present
440
 
441
For example, in your quadrant (5 - 1) the number is 316, which
442
indicates 3 Klingons, 1 starbase, and 6 stars.  The long-range
443
scanner does not distinguish between ordinary Klingons and Klingon
444
command ships.  If there is a supernova, as in the quadrant below and
445
to your right (quadrant 6 - 2), there is nothing else in the
446
quadrant.
447
 
448
Romulans possess a "cloaking device" which prevents their detection
449
by long-range scan.  Because of this fact, Starfleet Command is never
450
sure how many Romulans are "out there".  When you kill the last
451
Klingon, the remaining Romulans surrender to the Federation.
452
 
453
Planets are also undetectable by long-range scan.  The only way to
454
detect a planet is to find it in your current quadrant with the
455
short-range sensors.
456
 
457
Since you are in column 1, there are no quadrants to your left. The
458
minus ones indicate the negative energy barrier at the edge of the
459
galaxy, which you are not permitted to cross.
460
 
461
Long-range scans are free.  They use up no energy or time, and can be
462
done safely regardless of battle conditions.
463
                                                                        8
464
 **************
465
 * STAR CHART *
466
 **************
467
 
468
  Mnemonic:  CHART
469
  Shortest abbreviation:  C
470
 
471
As you proceed in the game, you learn more and more about what things
472
are where in the galaxy. When ever you first do a scan in a quadrant,
473
telemetry sensors are ejected which will report any changes in the
474
quadrant(s) back to your ship, providing the sub-space radio is
475
working. Spock will enter this information in the chart. If the radio
476
is not working, Spock can only enter new information discovered from
477
scans, and information in other quadrants may be obsolete.
478
 
479
The chart looks like an 8 by 8 array of numbers.  These numbers are
480
interpreted exactly as they are on a long-range scan. A period (.) in
481
place of a digit means you do not know that information yet.  For
482
example, ... means you know nothing about the quadrant, while .1.
483
means you know it contains a base, but an unknown number of Klingons
484
and stars.
485
 
486
Looking at the star chart is a free operation.  It costs neither time
487
nor energy, and can be done safely whether in or out of battle.
488
 
489
 
490
 *****************
491
 * DAMAGE REPORT *
492
 *****************
493
 
494
  Mnemonic:  DAMAGES
495
  Shortest abbreviation:  DA
496
 
497
At any time you may ask for a damage report to find out what devices
498
are damaged and how long it will take to repair them.  Naturally,
499
repairs proceed faster at a starbase.
500
 
501
If you suffer damages while moving, it is possible that a subsequent
502
damage report will not show any damage.  This happens if the time
503
spent on the move exceeds the repair time, since in this case the
504
damaged devices were fixed en route.
505
 
506
Damage reports are free.  They use no energy or time, and can be done
507
safely even in the midst of battle.
508
 
509
                                                                        9
510
 *************************
511
 * MOVE UNDER WARP DRIVE *
512
 *************************
513
 
514
  Mnemonic:  MOVE
515
  Shortest abbreviation:  M
516
  Full command:  MOVE MANUAL 
517
                 MOVE AUTOMATIC 
518
 
519
This command is the usual way to move from one place to another
520
within the galaxy.  You move under warp drive, according to the
521
current warp factor (see "WARP FACTOR").
522
 
523
There are two command modes for movement: MANUAL and AUTOMATIC.  The
524
manual mode requires the following format:
525
 
526
        MOVE MANUAL  
527
 
528
 and  are the horizontal and vertical displacements
529
for your starship, in quadrants; a displacement of one sector is 0.1
530
quadrants.  Specifying  and  causes your ship to move
531
in a straight line to the specified destination. If  is
532
omitted, it is assumed zero. For example, the shortest possible
533
command to move one sector to the right would be
534
 
535
        M M .1
536
 
537
The following examples of manual movement refer to the short-range
538
scan shown earlier.
539
 
540
  Destination Sector    Manual Movement command
541
        3 - 1                   M M -.3 -.1
542
        2 - 1                   M M -.3
543
        1 - 2                   M M -.2 .1
544
        1 - 4                   M M 0 .1
545
  (leaving quadrant)            M M 0 .2
546
 
547
 
548
The automatic mode is as follows:
549
 
550
        MOVE AUTOMATIC    
551
 
552
where  and  are the row and column numbers of the
553
destination quadrant, and  and  are the row and column
554
numbers of the destination sector in that quadrant.  This command also
555
moves your ship in a straight line path to the destination.  For
556
moving within a quadrant,  and  may be omitted. For
557
example, to move to sector 2 - 9 in the current quadrant, the
558
shortest command would be
559
 
560
        M A 2 9
561
 
562
To move to quadrant 3 - 7, sector 5 - 8, type
563
 
564
        M A 3 7 5 8
565
 
566
and it will be done.  In automatic mode, either two or four numbers
567
must be supplied.
568
                                                                       10
569
Automatic mode utilizes the ship's "battle computer."  If the
570
computer is damaged, manual movement must be used.
571
 
572
If warp engines are damaged less than 10 stardates (undocked) you can
573
still go warp 4.
574
 
575
It uses time and energy to move.  How much time and how much energy
576
depends on your current warp factor, the distance you move, and
577
whether your shields are up.  The higher the warp factor, the faster
578
you move, but higher warp factors require more energy.  You may move
579
with your shields up, but this doubles the energy required.
580
 
581
You can move within a quadrant without being attacked if you just
582
entered the quadrant or have bee attacked since your last move
583
command.  This enables you to move and hit them before they
584
retaliate.
585
 
586
 
587
 ***************
588
 * WARP FACTOR *
589
 ***************
590
 
591
  Mnemonic:  WARP
592
  Shortest abbreviation:  W
593
  Full command:  WARP 
594
 
595
Your warp factor controls the speed of your starship.  The larger the
596
warp factor, the faster you go and the more energy you use.
597
 
598
Your minimum warp factor is 1.0 and your maximum warp factor is 10.0
599
(which is 100 times as fast and uses 1000 times as much energy).  At
600
speeds above warp 6 there is some danger of causing damage to your
601
warp engines; this damage is larger at higher warp factors and also
602
depends on how far you go at that warp factor.
603
 
604
At exactly warp 10 there is some probability of entering a so-called
605
"time warp" and being thrown forward or backward in time.  The farther
606
you go at warp 10, the greater is the probability of entering the
607
time warp.
608
 
609
 
610
 *******************
611
 * IMPULSE ENGINES *
612
 *******************
613
 
614
  Mnemonic:  IMPULSE
615
  Shortest abbreviation:  I
616
  Full command:  IMPULSE MANUAL 
617
                 IMPULSE AUTOMATIC 
618
 
619
The impulse engines give you a way to move when your warp engines are
620
damaged.  They move you at a speed of 0.95 sectors per stardate,
621
which is the equivalent of a warp factor of about 0.975, so they are
622
much too slow to use except in emergencies.
623
 
624
Movement commands are indicated just as in the "MOVE" command.
625
 
626
The impulse engines require 20 units of energy to engage, plus 10
627
units per sector (100 units per quadrant) traveled. It does not cost
628
extra to move with the shields up.
629
                                                                       11
630
 *********************
631
 * DEFLECTOR SHIELDS *
632
 *********************
633
 
634
  Mnemonic:  SHIELDS
635
  Shortest abbreviation:  SH
636
  Full commands:  SHIELDS UP
637
                  SHIELDS DOWN
638
                  SHIELDS TRANSFER 
639
 
640
Your deflector shields are a defensive device to protect you from
641
Klingon attacks (and nearby novas).  As the shields protect you, they
642
gradually weaken.  A shield strength of 75%, for example, means that
643
the next time a Klingon hits you, your shields will deflect 75% of
644
the hit, and let 25% get through to hurt you.
645
 
646
It costs 50 units of energy to raise shields, nothing to lower them.
647
You may move with your shields up; this costs nothing under impulse
648
power, but doubles the energy required for warp drive.
649
 
650
Each time you raise or lower your shields, the Klingons have another
651
chance to attack.  Since shields do not raise and lower
652
instantaneously, the hits you receive will be intermediate between
653
what they would be if the shields were completely up or completely
654
down.
655
 
656
You may not fire phasers through your shields.  However you may use
657
the "high-speed shield control" to lower shields, fire phasers, and
658
raise the shields again before the Klingons can react.  Since rapid
659
lowering and raising of the shields requires more energy than normal
660
speed operation, it costs you 200 units of energy to activate this
661
control.  It is automatically activated when you fire phasers while
662
shields are up.  You may fire photon torpedoes, but they may be
663
deflected considerably from their intended course as they pass
664
through the shields (depending on shield strength).
665
 
666
You may transfer energy between the ship's energy (given as "Energy"
667
in the status) and the shields.  Thee word "TRANSFER" may be
668
abbreviated "T".  The amount of energy to transfer is the number of
669
units of energy you wish to take from the ship's energy and put into
670
the shields.  If you specify an negative number, energy is drained
671
from the shields to the ship.  Transferring energy constitutes a turn.
672
If you transfer energy to the shields while you are under attack,
673
they will be at the new energy level when you are next hit.
674
 
675
Enemy torpedoes hitting your ship explode on your shields (if they
676
are up) and have essentially the same effect as phaser hits.
677
                                                                       12
678
 ***********
679
 * PHASERS *
680
 ***********
681
 
682
  Mnemonic:  PHASERS
683
  Shortest abbreviation:  P
684
  Full commands:  PHASERS AUTOMATIC  
685
                  PHASERS  
686
                  PHASERS MANUAL   ...
687
 
688
Phasers are energy weapons. As you fire phasers at Klingons, you
689
specify an "amount to fire" which is drawn from your energy reserves.
690
The amount of total hit required to kill an enemy is partly random.
691
but also depends on skill level.
692
 
693
The average hit required to kill an ordinary Klingon varies from 200
694
units in the Novice game to 250 units in the Emeritus game.
695
Commanders normally require from 600 (Novice) to 700 (Emeritus).  The
696
Super-commander requires from 875 (Good) to 1000 (Emeritus). Romulans
697
require an average of 350 (Novice) to 450 (Emeritus).
698
 
699
Hits on enemies are cumulative, as long as you don't leave the
700
quadrant.
701
 
702
In general, not all that you fire will reach the Klingons.  The
703
farther away they are, the less phaser energy will reach them. If a
704
Klingon is adjacent to you, he will receive about 90% of the phaser
705
energy directed at him; a Klingon 5 sectors away will receive about
706
60% and a Klingon 10 sectors away will receive about 35%. There is
707
some randomness involved, so these figures are not exact. Phasers
708
have no effect beyond the boundaries of the quadrant you are in.
709
 
710
Phasers may overheat (and be damaged) if you fire too large a burst
711
at once. Firing up to 1500 units is safe.  From 1500 on up the
712
probability of overheat increases with the amount fired.
713
 
714
If phaser firing is automatic, the computer decides how to divide up
715
your  among the Klingons present.  If phaser firing
716
is manual, you specify how much energy to fire at each Klingon
717
present (nearest first), rather than just specifying a total amount.
718
You can abbreviate "MANUAL" and "AUTOMATIC" to one or more letters; if
719
you mention neither, automatic fire is usually assumed.
720
 
721
Battle computer information is available by firing phasers manually,
722
and allowing the computer to prompt you.  If you enter zero for the
723
amount to fire at each enemy, you will get a complete report, without
724
cost.  The battle computer will tell you how much phaser energy to
725
fire at each enemy for a sure kill.  This information appears in
726
parentheses prior to the prompt for each enemy.  SInce the amount is
727
computed from sensor data, if either the computer or the S.R. sensors
728
are damaged, this information will be unavailable, and phasers must
729
be fired manually.
730
                                                                       13
731
A safety interlock prevents phasers from being fired through the
732
shields.  If this were not so, the shields would contain your fire
733
and you would fry yourself.  However, you may utilize the
734
"high-speed shield control" to drop shields, fire phasers, and raise
735
shields before the enemy can react.  Since it takes more energy to
736
work the shields rapidly with a shot, it costs you 200 units of
737
energy each time you activate this control.  It is automatically
738
activated when you fire phasers while the shields are up. By
739
specifying the  option, shields are not raised after firing.
740
 
741
Phasers have no effect on starbases (which are shielded) or on stars.
742
 
743
 
744
 **********
745
 * REPORT *
746
 **********
747
 
748
  Mnemonic:  REPORT
749
  Shortest abbreviation: REP
750
 
751
This command supplies you with information about the state of the
752
current game.  Its purpose is to remind you of things that you have
753
learned during play, but may have forgotten, and cannot otherwise
754
retrieve if you are not playing at a hard-copy terminal.
755
 
756
     You are told the following things:
757
 
758
       . The length and skill level of the game you are playing
759
       . The original number of Klingons
760
       . How many Klingons you have destroyed
761
       . Whether the Super-Commander has been destroyed
762
       . How many bases have been destroyed
763
       . How many bases are left
764
       . What bases (if any) are under attack; your subspace radio
765
         must have been working since the attack to get this
766
         information.
767
       . How many casualties you have suffered
768
       . How many times you have called for help.
769
 
770
This same information is automatically given to you when you start to
771
play a frozen game.
772
 
773
 
774
 ************
775
 * COMPUTER *
776
 ************
777
 
778
  Mnemonic:  COMPUTER
779
  Shortest abbreviation: CO
780
 
781
This command allows using the ship's computer (if functional) to
782
calculate travel times and energy usage.
783
 
784
 
785
                                                                       14
786
 ********************
787
 * PHOTON TORPEDOES *
788
 ********************
789
 
790
  Mnemonic:  PHOTONS
791
  Shortest abbreviation:  PHO
792
  Full commands:  PHOTONS    
793
 
794
Photon torpedoes are projectile weapons--you either hit what you aim
795
at, or you don't.  There are no "partial hits".
796
 
797
One photon torpedo will usually kill one ordinary Klingon, but it
798
usually takes about two for a Klingon Commander.  Photon torpedoes
799
can also blow up stars and starbases, if you aren't careful.
800
 
801
You may fire photon torpedoes singly, or in bursts of two or three.
802
Each torpedo is individually targetable.  The computer will prompt
803
you, asking for the target sector for each torpedo.  Alternately, you
804
may specify each target in the command line.
805
 
806
Photon torpedoes cannot be aimed precisely--there is always some
807
randomness involved in the direction they go.  Photon torpedoes may
808
be fired with your shields up, but as they pass through the shields
809
they are randomly deflected from their intended course even more.
810
 
811
Photon torpedoes are proximity-fused.  The closer they explode to the
812
enemy, the more damage they do.  There is a hit "window" about one
813
sector wide.  If the torpedo misses the hit window, it does not
814
explode and the enemy is unaffected.  Photon torpedoes are only
815
effective within the quadrant.  They have no effect on things in
816
adjacent quadrants.
817
 
818
If more than one torpedo is fired and only one target sector is
819
specified, all torpedoes are fired at that sector.  For example, to
820
fire two torpedoes at sector 3 - 4, you type
821
 
822
     PHO 2 3 4           (or)           PHO 2 3 4 3 4
823
 
824
To fire torpedoes at, consecutively, sectors 2 - 6, 1 - 10, and 4 -
825
7, type
826
 
827
     PHO 3 2 6 1 10 4 7
828
 
829
There is no restriction to fire directly at a sector.  For example,
830
you can enter
831
 
832
       PHO 1 3 2.5
833
 
834
to aim between two sectors.  However, sector numbers must be 1 to 10
835
inclusive.
836
 
837
                                                                       15
838
 ********************
839
 * DOCK AT STARBASE *
840
 ********************
841
 
842
  Mnemonic:  DOCK
843
  Shortest abbreviation:  D
844
 
845
You may dock your starship whenever you are in one of the eight
846
sector positions immediately adjacent to a starbase.  When you dock,
847
your starship is resupplied with energy, shield energy photon
848
torpedoes, and life support reserves.  Repairs also proceed faster at
849
starbase, so if some of your devices are damaged, you may wish to
850
stay at base (by using the "REST" command) until they are fixed.  If
851
your ship has more than its normal maximum energy (which can happen
852
if you've loaded crystals) the ship's energy is not changed.
853
 
854
You may not dock while in standard orbit around a planet.
855
 
856
Starbases have their own deflector shields, so you are completely
857
safe from phaser attack while docked.  You are also safe from
858
long-range tractor beams.
859
 
860
Starbases also have both short and long range sensors, which you can
861
use if yours are broken. There's also a subspace radio to get
862
information about happenings in the galaxy. Mr. Spock will update the
863
star chart if your ask for it while docked and your own radio is dead.
864
 
865
 
866
 ********
867
 * REST *
868
 ********
869
 
870
  Mnemonic:  REST
871
  Shortest abbreviation:  R
872
  Full command:  REST 
873
 
874
This command simply allows the specified number of stardates to go
875
by.  This is useful if you have suffered damages and wish to wait
876
until repairs are made before you go back into battle.
877
 
878
It is not generally advisable to rest while you are under attack by
879
Klingons.
880
 
881
 
882
 **************************
883
 * CALL STARBASE FOR HELP *
884
 **************************
885
 
886
  Mnemonic:  CALL
887
  (No abbreviation)
888
 
889
[Originally, this command was called "HELP", but these days it might
890
be misinterpreted as built-in documentation!]
891
 
892
When you get into serious trouble, you may call starbase for help.
893
Starbases have a device called a "long-range transporter beam" which
894
they can use to teleport you to base.  This works by dematerializing
895
your starship at its current position and re-materializing it
896
adjacent to the nearest starbase.  Teleportation is instantaneous,
897
and starbase supplies the required energy--all you have to do is let
898
them know (via subspace radio) that you need to be rescued.
899
                                                                       16
900
This command should be employed only when absolutely necessary.  In
901
the first place, calling for help is an admission on your part that
902
you got yourself into something you cannot get yourself out of, and
903
you are heavily penalized for this in the final scoring.  Secondly,
904
the long-range transporter beam is not reliable--starbase can always
905
manage to dematerialize your starship, but (depending on distance)
906
may or may not be able to re-materialize you again.  The long-range
907
transporter beam has no absolute maximum range; if you are in the
908
same quadrant as a starbase, you have a good chance (about 90%) of
909
re-materializing successfully.  Your chances drop to roughly 50-50 at
910
just over 3 quadrants.
911
 
912
 
913
 ****************
914
 * ABANDON SHIP *
915
 ****************
916
 
917
  Mnemonic:  ABANDON
918
  (no abbreviation)
919
 
920
You may abandon the Enterprise if necessary.  If there is still a
921
starbase in the galaxy, you will be sent there and put in charge of a
922
weaker ship, the Faerie Queene.
923
 
924
The Faerie Queene cannot be abandoned.
925
 
926
 
927
 *****************
928
 * SELF-DESTRUCT *
929
 *****************
930
 
931
  Mnemonic:  DESTRUCT
932
  (no abbreviation)
933
 
934
You may self-destruct, thus killing yourself and ending the game.  If
935
there are nearby Klingons, you may take a few of them with you (the
936
more energy you have left, the bigger the bang).
937
 
938
In order to self-destruct you must remember the password you typed in
939
at the beginning of the game.
940
 
941
 
942
 
943
 ******************************
944
 * TERMINATE THE CURRENT GAME *
945
 ******************************
946
 
947
  Mnemonic:  QUIT
948
  (no abbreviation)
949
 
950
Immediately cancel the current game; no conclusion is reached.  You
951
will be given an opportunity to start a new game or to leave the Star
952
Trek program.
953
 
954
 
955
                                                                       17
956
 ***************
957
 * SENSOR-SCAN *
958
 ***************
959
 
960
  Mnemonic:  SENSORS
961
  Shortest abbreviation:  SE
962
 
963
Utilizing the short-range sensors, science officer Spock gives you a
964
readout on any planet in your quadrant.  Planets come in three
965
classes: M, N, and O.  Only class M planets have earth-like
966
conditions.  Spock informs you if the planet has any dilithium
967
crystals.  Sensor scans are free.
968
 
969
 
970
 ************************
971
 * ENTER STANDARD ORBIT *
972
 ************************
973
 
974
  Mnemonic:  ORBIT
975
  Shortest abbreviation:  O
976
 
977
To land on a planet you must first be in standard orbit.  You achieve
978
this in a manner similar to docking at starbase.  Moving to one of
979
the eight sector positions immediately adjacent to the planet, you
980
give the orbit command which puts your ship into standard orbit about
981
the planet.  Since this is a maneuver, a small amount of time is
982
used; negligible energy is required.  If enemies are present, they
983
will attack.
984
 
985
 
986
 **********************
987
 * TRANSPORTER-TRAVEL *
988
 **********************
989
 
990
  Mnemonic:  TRANSPORT
991
  Shortest abbreviation:  T
992
 
993
The transporter is a device which can convert any physical object
994
into energy, beam the energy through space, and reconstruct the
995
physical object at some destination.  Transporting is one way to land
996
on a planet.  Since the transporter has a limited range, you must be
997
in standard orbit to beam down to a planet.  Shields must be down
998
while transporting.
999
 
1000
The transport command is used to beam a landing party onto a planet
1001
to mine "dilithium crystals".  Each time the command is given the
1002
landing party (which you lead) moves from the ship to the planet, or
1003
vice-versa.
1004
 
1005
You are advised against needless transporting, since like all
1006
devices, the transporter will sometimes malfunction.
1007
 
1008
The transporter consumes negligible time and energy.  Its use does
1009
not constitute a "turn".
1010
 
1011
                                                                       18
1012
 *****************
1013
 * SHUTTLE CRAFT *
1014
 *****************
1015
 
1016
  Mnemonic:  SHUTTLE
1017
  Shortest abbreviation:  SHU
1018
 
1019
An alternate way to travel to and from planets.  Because of limited
1020
range, you must be in standard orbit to use the shuttle craft, named
1021
"Galileo".  Shields must be down.
1022
 
1023
Unlike transporting, use of the shuttle craft does constitute a
1024
"turn" since time is consumed.  The time naturally depends on orbit
1025
altitude, and is equal to 3.0e-5 times altitude.  Shuttling uses no
1026
ship energy.
1027
 
1028
You should use the same travel device going from the planet to the
1029
ship as you use to go from the ship to the planet. However it is
1030
possible to transport to the planet and have the Galileo crew come
1031
and pick your landing party up, or to take the Galileo to the planet
1032
and then transport back, leaving the shuttle craft on the planet.
1033
 
1034
 
1035
 ***************************
1036
 * MINE DILITHIUM CRYSTALS *
1037
 ***************************
1038
 
1039
  Mnemonic:  MINE
1040
  Shortest abbreviation:  MI
1041
 
1042
Once you and your mining party are on the surface of a planet which
1043
has dilithium crystals, this command will dig them for you.
1044
 
1045
Mining requires time and constitutes a "turn".  No energy is used.
1046
Class M planets require 0.1 to 0.3 stardates to mine.  Class N
1047
planets take twice as long, and class O planets take three times as
1048
long.
1049
 
1050
Dilithium crystals contain enormous energy in a form that is readily
1051
released in the ship's power system.  It is an excellent idea to mine
1052
them whenever possible, for use in emergencies.  You keep the
1053
crystals until the game is over or you abandon ship when not at a
1054
starbase.
1055
 
1056
 
1057
 ***************************
1058
 * LOAD DILITHIUM CRYSTALS *
1059
 ***************************
1060
 
1061
  Mnemonic:  CRYSTALS
1062
  Shortest abbreviation:  CR
1063
 
1064
This is a very powerful command which should be used with caution.
1065
Once you have dilithium crystals aboard ship, this command will
1066
instruct engineering officer Scott and Mr. Spock to place a raw
1067
dilithium crystal into the power channel of the ship's
1068
matter-antimatter converter.  When it works, this command will
1069
greatly boost the ship's energy.
1070
                                                                       19
1071
Because the crystals are raw and impure, instabilities can occur in
1072
the power channel.  Usually Scotty can control these.  When he
1073
cannot, the results are disastrous. Scotty will use those crystals
1074
that appear to be most stable first.
1075
 
1076
Since using raw dilithium crystals for this purpose entails
1077
considerable risk, Starfleet Regulations allow its use only during
1078
"condition yellow".  No time or energy is used.
1079
 
1080
 
1081
 *****************
1082
 * PLANET REPORT *
1083
 *****************
1084
 
1085
  Mnemonic:  PLANETS
1086
  Shortest abbreviation:  PL
1087
 
1088
Mr. Spock presents you a list of the available information on planets
1089
in the galaxy.  Since planets do not show up on long-range scans, the
1090
only way to obtain this information is with the "SENSORS" command.
1091
 
1092
 
1093
 **********
1094
 * FREEZE *
1095
 **********
1096
 
1097
  Mnemonic:  FREEZE
1098
  (no abbreviation)
1099
  Full command:  FREEZE 
1100
 
1101
The purpose of the FREEZE command is to allow a player to save the
1102
current state of the game, so that it can be finished later.  A
1103
plaque may not be generated from a frozen game. A file with the
1104
specified  and type '.TRK' is created (if necessary) in
1105
the current directory, and all pertinent information about the game
1106
is written to that file. The game may be continued as usual or be
1107
terminated at the user's option.
1108
 
1109
To restart a game created by the "FREEZE" command, the user need only
1110
type "FROZEN" in response to the initial question about the type of
1111
game desired, followed by the .
1112
 
1113
NOTE: A "tournament" game is like a frozen game, with the following
1114
differences.  (1) Tournament games always start from the beginning,
1115
while a frozen game can start at any point.  (2) Tournament games
1116
require only that the player remember the name or number of the
1117
tournament, while the information about a frozen game must be kept on
1118
a file. Tournament games can be frozen, but then they behave like
1119
regular frozen games.
1120
 
1121
A point worth noting is that 'FREEZE' does not save the seed for the
1122
random number generator, so that identical actions after restarting
1123
the same frozen game can lead to different results.  However,
1124
identical actions after starting a given tournament game always lead
1125
to the same results.
1126
                                                                       20
1127
 ***********
1128
 * REQUEST *
1129
 ***********
1130
 
1131
  Mnemonic:  REQUEST
1132
  Shortest abbreviation:  REQ
1133
  Full command:  REQUEST 
1134
 
1135
This command allows you to get any single piece of information from
1136
the  command.   specifies which information as follows:
1137
 
1138
 INFORMATION       MNEMONIC FOR            SHORTEST ABBREVIATION
1139
 
1140
 STARDATE              DATE                                D
1141
 CONDITION             CONDITION                           C
1142
 POSITION              POSITION                            P
1143
 LIFE SUPPORT          LSUPPORT                            L
1144
 WARP FACTOR           WARPFACTOR                          W
1145
 ENERGY                ENERGY                              E
1146
 TORPEDOES             TORPEDOES                           T
1147
 SHIELDS               SHIELDS                             S
1148
 KLINGONS LEFT         KLINGONS                            K
1149
 TIME LEFT             TIME                                TI
1150
 
1151
 
1152
 **************************
1153
 * EXPERIMENTAL DEATH RAY *
1154
 **************************
1155
 
1156
  Mnemonic:  DEATHRAY
1157
  (No abbreviation)
1158
 
1159
This command should be used only in those desperate cases where you
1160
have absolutely no alternative.  The death ray uses energy to
1161
rearrange matter.  Unfortunately, its working principles are not yet
1162
thoroughly understood, and the results are highly unpredictable.
1163
 
1164
The only good thing that can result is the destruction of all enemies
1165
in your current quadrant.  This will happen about 70% of the time.
1166
Only enemies are destroyed; starbases, stars, and planets are
1167
unaffected.
1168
 
1169
Constituting the remaining 30% are results varying from bad to fatal.
1170
 
1171
The death ray requires no energy or time, but if you survive, enemies
1172
will hit you.
1173
 
1174
The Faerie Queene has no death ray.
1175
 
1176
If the death ray is damaged in its use, it must be totally replaced.
1177
This can only be done at starbase.  Because it is a very complex
1178
device, it takes 9.99 stardates at base to replace the death ray.
1179
The death ray cannot be repaired in flight.
1180
 
1181
                                                                       21
1182
 ***************************
1183
 * LAUNCH DEEP SPACE PROBE *
1184
 ***************************
1185
 
1186
  Mnemonic:  PROBE
1187
  Shortest abbreviation:  PR
1188
  Full command:  PROBE  MANUAL 
1189
                 PROBE  AUTOMATIC 
1190
 
1191
The Enterprise carries a limited number of Long Range Probes. These
1192
fly to the end of the galaxy and report back a count of the number of
1193
important things found in each quadrant through which it went. The
1194
probe flies at warp 10, and therefore uses time during its flight.
1195
Results are reported immediately via subspace radio and are recorded
1196
in the star chart.
1197
 
1198
The probe can also be armed with a NOVAMAX warhead. When launched
1199
with the warhead armed, the probe flies the same except as soon as it
1200
reaches the target location, it detonates the warhead in the heart of
1201
a star, causing a supernova and destroying everything in the
1202
quadrant. It then flies no further. There must be a star in the
1203
target quadrant for the NOVAMAX to function.
1204
 
1205
The probe can fly around objects in a galaxy, but is destroyed if it
1206
enters a quadrant containing a supernova, or if it leaves the galaxy.
1207
 
1208
The target location is specified in the same manner as the MOVE
1209
command, however for automatic movement, if only one pair of
1210
coordinates are specified they are assumed to be the quadrant and not
1211
the sector in the current quadrant!
1212
 
1213
The Faerie Queene has no probes.
1214
 
1215
 
1216
 ******************
1217
 * EMERGENCY EXIT *
1218
 ******************
1219
 
1220
  Mnemonic:  EMEXIT
1221
  Shortest abbreviation:  E
1222
 
1223
This command provides a quick way to exit from the game when you
1224
observe a Klingon battle cruiser approaching your terminal.  Its
1225
effect is to freeze the game on the file 'EMSAVE.TRK' in your current
1226
directory, erase the screen, and exit.
1227
 
1228
Of course, you do loose the chance to get a plaque when you use this
1229
maneuver.
1230
 
1231
 
1232
 ****************
1233
 * ASK FOR HELP *
1234
 ****************
1235
 
1236
  Mnemonic:  HELP
1237
  Full command:  HELP 
1238
 
1239
This command reads the appropriate section from the SST.DOC file,
1240
providing the file is in the current directory.
1241
 
1242
                                                                       22
1243
 *******************
1244
 * CLOAKING DEVICE *
1245
 *******************
1246
 
1247
  Mnemonic:  CLOAK
1248
  Shortest abbreviation:  CLOAK
1249
  Full commands:  CLOAK ON
1250
                  CLOAK OFF
1251
 
1252
The cloaking device prevents your ship from being seen by any enemy
1253
vessels.  When the cloaking device is in use, your subspace radio will
1254
not receive transmissions, torpedoes will be less accurate, you cannot
1255
dock, and you cannot use your warp engines. Enemy ships will get a
1256
chance to attack you when you turn clocking on.
1257
 
1258
The Treaty of Algeron with the Romulans in Stardate 2311 prohibits the
1259
use of cloaking devices. If a Romulan ship observes you cloaking or
1260
uncloaking after this point in time you will be in violation, which
1261
will hurt your final score.
1262
 
1263
The Faerie Queene does not have a cloaking device.
1264
 
1265
 ********************
1266
 * CAPTURE KLINGONS *
1267
 ********************
1268
 
1269
  Mnemonic:  CAPTURE
1270
  Shortest abbreviation: CA
1271
 
1272
The capture command provides a more humane way to end a battle than
1273
just destroying the Klingon battleship with the crew aboard. Assuming
1274
the subspace radio and transporter are working, and there is room in
1275
the brig, this command will ask the captain of the weakest Klingon
1276
ship in the quadrant to surrender.  If the captain agrees, some of the
1277
crew will transport to your ship and the Klingon ship will be
1278
destroyed. This command does take time and you will be attacked by any
1279
other enemy ships if the surrender occurs.
1280
 
1281
When you dock, any captured Klingons will be transferred to the base
1282
and you will be credited with the lives you save.
1283
 
1284
 *****************
1285
 * GET THE SCORE *
1286
 *****************
1287
 
1288
  Mnemonic:  SCORE
1289
  Shortest abbreviation: SC
1290
 
1291
Shows what the score would be if the game were to end naturally at
1292
this point. Since the game hasn't really ended and you lose points if
1293
you quit, this is perhaps a meaningless command, but it gives you a
1294
general idea of how well you are performing.
1295
 
1296
            **********MISCELLANEOUS NOTES**********                    23
1297
 
1298
Starbases can be attacked by either commanders or by the
1299
"Super-Commander".  When this happens, you will be notified by
1300
subspace radio, provided it is working.  The message will inform you
1301
how long the base under attack can last.  Since the "Super-Commander"
1302
is more powerful than an ordinary commander, he can destroy a base
1303
more quickly.
1304
 
1305
The "Super-Commander" travels around the galaxy at a speed of about
1306
warp 6 or 7.  His movement is strictly time based; the more time
1307
passes, the further he can go.
1308
 
1309
Scattered through the galaxy are certain zones of control,
1310
collectively designated the "Romulan Neutral Zone".  Any quadrant
1311
which contains Romulans without Klingons is part of the Neutral Zone,
1312
except if a base is present.  Since Romulans do not show on either
1313
the long-range scan or the star chart, it is easy for you to stumble
1314
into this zone.  When you do, if your subspace radio is working, you
1315
will receive a warning message from the Romulan, politely asking you
1316
to leave.
1317
 
1318
In general, Romulans are a galactic nuisance.
1319
 
1320
The high-speed shield control is fairly reliable, but it has been
1321
known to malfunction.
1322
 
1323
You can observe the galactic movements of the "Super-Commander" on
1324
the star chart, provided he is in territory you have scanned and your
1325
subspace radio is working.
1326
 
1327
Periodically, you will receive intelligence reports from starfleet
1328
command, indicating the current quadrant of the "Super-Commander".
1329
Your subspace radio must be working, of course.
1330
 
1331
Each quadrant will contain from 0 to 3 black holes.  Torpedoes
1332
entering a black hole disappear.  In fact, anything entering a black
1333
hole disappears, permanently.  If you can displace an enemy into one,
1334
he is a goner.  Black holes do not necessarily remain in a quadrant.
1335
they are transient phenomena.
1336
 
1337
Commanders will ram your ship, killing themselves and inflicting
1338
heavy damage to you, if they should happen to decide to advance into
1339
your sector.
1340
 
1341
You can get a list of commands by typing "COMMANDS".
1342
 
1343
                     ----------SCORING----------                       24
1344
 
1345
 
1346
Scoring is fairly simple.  You get points for good things, and you
1347
lose points for bad things.
1348
 
1349
 You gain--
1350
 
1351
     (1)   10 points for each ordinary Klingon ship you destroy,
1352
     (2)   50 points for each commander ship you destroy,
1353
     (3)  200 points for destroying the "Super-Commander" ship,
1354
     (4)    3 points for each Klingon captured.
1355
     (5)   20 points for each Romulan ship destroyed,
1356
     (6)    1 point for each Romulan captured.
1357
     (7)  500 times your average Klingon ship/stardate kill rate.  If you
1358
               lose the game, your kill rate is based on a minimum of
1359
               5 stardates.
1360
     (8)  You get a bonus if you win the game, based on your rating:
1361
               Novice=100, Fair=200, Good=300, Expert=400, Emeritus=500.
1362
 
1363
 You lose--
1364
 
1365
     (8)  200 points if you get yourself killed,
1366
     (9)  100 points for each starbase you destroy,
1367
    (10)  100 points for each starship you lose,
1368
    (11)  100 points for each violation of the Treaty of Algeron observed,
1369
    (12)   45 points for each time you had to call for help,
1370
    (13)   10 points for each planet you destroyed,
1371
    (14)    5 points for each star you destroyed, and
1372
    (15)    1 point for each casualty you incurred.
1373
 
1374
In addition to your score, you may also be promoted one grade in rank
1375
if you play well enough.  Promotion is based primarily on your
1376
Klingon/stardate kill rate, since this is the best indicator of
1377
whether you are ready to go on to the next higher rating.  However,
1378
if you have lost 100 or more points in penalties, the required kill
1379
rate goes up. Normally, the required kill rate is 0.1 * skill *
1380
(skill + 1.0) + 0.1, where skill ranges from 1 for Novice to 5 for
1381
Emeritus.
1382
 
1383
You can be promoted from any level.  There is a special promotion
1384
available if you go beyond the "Expert" range.  You can also have a
1385
certificate of merit printed with your name, date, and Klingon kill
1386
rate, provided you are promoted from either the "Expert" or
1387
"Emeritus" levels. This "plaque" requires a 132 column printer. You
1388
may need print the certificate to a file, import it into your word
1389
processor, selecting Courier 8pt font, and then print in "landscape
1390
orientation".
1391
 
1392
You should probably start out at the novice level, even if you are
1393
already familiar with one of the other versions of the Star Trek
1394
game--but, of course, the level of game you play is up to you.  If
1395
you want to start at the Expert level, go ahead.  It's your funeral.
1396
The emeritus game is strictly for masochists.
1397
 
1398
           ----------HANDY REFERENCE PAGE----------                   25
1399
 
1400
 ABBREV    FULL COMMAND                           DEVICE USED
1401
 ------    ------------                           -----------
1402
 ABANDON   ABANDON                                shuttle craft
1403
 C         CHART                                  (none)
1404
 CA        CAPTURE                                subspace radio, transporter
1405
 CALL      CALL (for help)                        subspace radio
1406
 CL        CLOAK                                  cloaking
1407
 CO        COMPUTER                               computer
1408
 CR        CRYSTALS                               (none)
1409
 DA        DAMAGES                                (none)
1410
 DEATHRAY  DEATHRAY                               (none)
1411
 DESTRUCT  DESTRUCT                               computer
1412
 D         DOCK                                   (none)
1413
 E         EMEXIT                                 (none)
1414
 FREEZE    FREEZE                      (none)
1415
 I         IMPULSE          impulse engines
1416
           IMPULSE AUTOMATIC         impulse engines and computer
1417
 L         LRSCAN                                 long-range sensors
1418
 MI        MINE                                   (none)
1419
 M         MOVE             warp engines
1420
           MOVE AUTOMATIC            warp engines and computer
1421
 O         ORBIT                                  warp or impulse engines
1422
 P         PHASERS                  phasers and computer
1423
           PHASERS AUTOMATIC        phasers, computer, sr sensors
1424
           PHASERS MANUAL   ...       phasers
1425
 PHO       PHOTONS               torpedo tubes
1426
 PL        PLANETS                                (none)
1427
 PR        PROBE     probe launcher, radio
1428
           PROBE  AUTOMATIC   launcher, radio, computer
1429
 REP       REPORT                                 (none)
1430
 REQ       REQUEST                                (none)
1431
 R         REST              (none)
1432
 QUIT      QUIT                                   (none)
1433
 S         SRSCAN                    short-range sensors
1434
 SC        SCORE                                  (none)
1435
 SE        SENSORS                                short-range sensors
1436
 SH        SHIELDS         deflector shields
1437
 SHU       SHUTTLE                                shuttle craft
1438
 ST        STATUS                                 (none)
1439
 T         TRANSPORT                              transporter
1440
 W         WARP                           (none)
1441
 
1442
 L. R. Scan:   thousands digit:   supernova
1443
               hundreds digit:    Klingons
1444
               tens digit:        starbases
1445
               ones digit:        stars
1446
               period (.):        digit not known (star chart only)
1447
 
1448
Courses are given in manual mode in X - Y displacements; in automatic
1449
    mode as destination quadrant and/or sector.  Manual mode is default.
1450
Distances are given in quadrants.  A distance of one sector is 0.1 quadrant.
1451
Ordinary Klingons have about 400 units of energy, Commanders about
1452
    1200.  Romulans normally have about 800 units of energy, and the
1453
    (GULP) "Super-Commander" has about 1800.
1454
Phaser fire diminishes to about 60 percent at 5 sectors.  Up to 1500
1455
    units may be fired in a single burst without danger of overheat.
1456
Warp 6 is the fastest safe speed.  At higher speeds, engine damage
1457
    may occur.  At warp 10 you may enter a time warp.
1458
Shields cost 50 units of energy to raise, and double the power
1459
    requirements of moving under warp drive.  Engaging the high-speed
1460
    shield control requires 200 units of energy.
1461
Warp drive requires (distance)*(warp factor cubed) units of energy
1462
    to travel at a speed of (warp factor squared)/10 quadrants per stardate.
1463
Impulse engines require 20 units to warm up, plus 100 units per
1464
     quadrant.  Speed is just under one sector per stardate.
1465
                  ********MODIFICATIONS********                       26
1466
 
1467
Back in (about) 1977 I got a copy of this Super Star Trek game for
1468
the CDC 6600 mainframe computer. Someone had converted it to PDP-11
1469
Fortran but couldn't get it to run because of its size. I modified
1470
the program to use overlays and managed to shoehorn it in on the 58k
1471
byte machine.
1472
 
1473
I liked the game so much I put some time into fixing bugs, mainly
1474
what could be called continuity errors and loopholes in the game's
1475
logic. We even played a couple tournaments.
1476
 
1477
In 1979, I lost access to that PDP-11. I did save the source code
1478
listing. In 1995, missing that old friend, I started converting the
1479
program into portable ANSI C. It's been slow, tedious work that took
1480
over a year to accomplish.
1481
 
1482
In early 1997, I got the bright idea to look for references to "Super
1483
Star Trek" on the World Wide Web. There weren't many hits, but there
1484
was one that came up with 1979 Fortran sources! This version had a
1485
few additional features that mine didn't have, however mine had some
1486
feature it didn't have. So I merged its features that I liked. I also
1487
took a peek at the DECUS version (a port, less sources, to the
1488
PDP-10), and some other variations.
1489
 
1490
Modifications I made:
1491
 
1492
  Compared to original version, I've changed the "help" command to
1493
  "call" and the "terminate" command to "quit" to better match user
1494
  expectations. The DECUS version apparently made those changes as well
1495
  as changing "freeze" to "save". However I like "freeze".
1496
 
1497
  I added EMEXIT from the 1979 version.
1498
 
1499
  That later version also mentions srscan and lrscan working when
1500
  docked (using the starbase's scanners), so I made some changes here
1501
  to do this (and indicating that fact to the player), and then
1502
  realized the base would have a subspace radio as well -- doing a
1503
  Chart when docked updates the star chart, and all radio reports will
1504
  be heard. The Dock command will also give a report if a base is under
1505
  attack.
1506
 
1507
  It also had some added logic to spread the initial positioning of
1508
  bases. That made sense to add because most people abort games with
1509
  bad base placement.
1510
 
1511
  The experimental deathray originally had only a 5% chance of success,
1512
  but could be used repeatedly. I guess after a couple years of use, it
1513
  was less "experimental" because the 1979 version had a 70% success
1514
  rate. However it was prone to breaking after use. I upgraded the
1515
  deathray, but kept the original set of failure modes (great humor!).
1516
 
1517
  I put in the Tholian Web code from the 1979 version.
1518
 
1519
  I added code so that Romulans and regular Klingons could move in
1520
  advanced games. I re-enabled the code which allows enemy ships to
1521
  ram the Enterprise; it had never worked right. The 1979 version
1522
  seems to have it all fixed up, but I'm still not overly happy with
1523
  the algorithm.
1524
 
1525
  The DECUS version had a Deep Space Probe. Looked like a good idea
1526
  so I implemented it based on its description.
1527
 
1528
  In 2013 I added the CLOAK and CAPTURE commands and also fixed lots
1529
  of bugs. The CAPTURE command is based on the one in BSDTrek. When
1530
  making this change I also changed text so that killing Klingons
1531
  became destroying Klingon ships reflecting that a Klingon ship does
1532
  have more than one Klingon aboard! The CLOAK command and some other
1533
  bug fixes and correction of typos are thanks to Erik Olofsen.
1534
 
1535
 
1536
               ----------ACKNOWLEDGMENTS----------                    27
1537
 
1538
The authors would like to thank Professor Michael Duggan for his
1539
encouragement and administrative assistance with the development of
1540
the Star Trek game, without which it might never have been completed.
1541
 
1542
Much credit is due to Patrick McGehearty and Rich Cohen, who assisted
1543
with the original design of the game and contributed greatly to its
1544
conceptual development.
1545
 
1546
Thanks are also due to Carl Strange, Hardy Tichenor and Steven Bruell
1547
for their assistance with certain coding problems.
1548
 
1549
This game was inspired by and rather loosely based on an earlier
1550
game, programmed in the BASIC language, by Jim Korp and Grady Hicks.
1551
It is the authors' understanding that the BASIC game was in turn
1552
derived from a still earlier version in use at Penn State University.
1553
 
1554
 
1555
 
1556
 
1557
                 ----------REFERENCES----------
1558
 
1559
 
1560
 1.  "Star Trek" (the original television series), produced and
1561
     directed by Gene Rodenberry.
1562
 
1563
 2.  "Star Trek" (the animated television series), produced by Gene
1564
     Rodenberry and directed by Hal Sutherland.  Also excellent,
1565
     and not just kiddie fare.  If you enjoyed the original series
1566
     you should enjoy this one (unless you have some sort of a
1567
     hangup about watching cartoons).
1568
 
1569
 3.  "The Making of Star Trek", by Steven E. Whitfield and Gene
1570
     Rodenberry.  The best and most complete readily available
1571
     book about Star Trek.  (Ballantine Books)
1572
 
1573
 4.  "The World of Star Trek", by David Gerrold.  Similiar in scope
1574
     to the above book.  (Bantam)
1575
 
1576
 5.  "The Star Trek Guide", third revision 4/17/67, by Gene
1577
     Rodenberry.  The original writer's guide for the television
1578
     series, but less comprehensive than (3) above.
1579
     (Norway Productions)
1580
 
1581
 6.  "The Trouble With Tribbles", by David Gerrold.  Includes the
1582
     complete script of this popular show.  (Ballantine Books)
1583
 
1584
 7.  "Star Trek", "Star Trek 2", ..., "Star Trek 9", by James Blish.
1585
     The original shows in short story form.  (Bantam)
1586
 
1587
 8.  "Spock Must Die", by James Blish.  An original novel, but
1588
     rather similar to the show "The Enemy Within".  (Bantam)
1589
 
1590
 9.  Model kits of the Enterprise and a "Klingon Battle-Cruiser"
1591
     by AMT Corporation are available at most hobby shops.