0,0 → 1,1591 |
SSSSS U U PPPPP EEEEE RRRRR |
S U U P P E R R |
SSSSS U U PPPPP EEEE RRRRR |
S U U P E R R |
SSSSS UUUUU P EEEEE R R |
|
|
SSSSSSS TTTTTTTT A RRRRRRR |
SSSSSSSS TTTTTTTT AAA RRRRRRRR |
SS TT AAA RR RR |
SSSSSSS TT AA AA RR RR |
SSSSSSS TT AA AA RRRRRRRR |
SS TT AAAAAAA RRRRRRR |
SS TT AAAAAAA RR RR |
SSSSSSSS TT AA AA RR RR |
SSSSSSS TT AA AA RR RR |
|
|
|
TTTTTTTT RRRRRRR EEEEEEEEE KK KK |
TTTTTTTT RRRRRRRR EEEEEEEEE KK KK |
TT RR RR EE KK KK |
TT RR RR EEEEEE KKKKKK |
TT RRRRRRRR EEEEEE KKKKK |
TT RRRRRRR EE KK KK |
TT RR RR EE KK KK |
TT RR RR EEEEEEEEE KK KK |
TT RR RR EEEEEEEEE KK KK |
|
|
Produced For Your Enjoyment |
|
By |
|
David Matuszek |
and |
Paul Reynolds |
|
With Modifications By |
Don Smith |
|
Resurrected By |
Tom Almy |
|
Permission is hereby granted for the copying, distribution, |
modification and use of this program and associated documentation |
for recreational purposes, provided that all references to the |
authors are retained. However, permission is not and will not be |
granted for the sale or promotional use of this program or program |
documentation, or for use in any situation in which profit may be |
considered an objective, since it is the desire of the authors to |
respect the copyrights of the originators of Star Trek. |
|
----------TABLE OF CONTENTS---------- |
|
SECTION PAGE |
|
INTRODUCTION TO THE GAME . . . . . . . . . . . . . . 1 |
|
HOW TO ISSUE COMMANDS. . . . . . . . . . . . . . . . 4 |
|
DESCRIPTIONS OF COMMANDS . . . . . . . . . . . . . . 5 |
|
SHORT-RANGE SCAN. . . . . . . . . . . . . . . . 5 |
STATUS REPORT . . . . . . . . . . . . . . . . . 6 |
LONG-RANGE SCAN . . . . . . . . . . . . . . . . 7 |
STAR CHART. . . . . . . . . . . . . . . . . . . 8 |
DAMAGE REPORT . . . . . . . . . . . . . . . . . 8 |
MOVE UNDER WARP DRIVE . . . . . . . . . . . . . 9 |
WARP FACTOR . . . . . . . . . . . . . . . . . . 10 |
IMPULSE ENGINES . . . . . . . . . . . . . . . . 10 |
DEFLECTOR SHIELDS . . . . . . . . . . . . . . . 11 |
PHASERS . . . . . . . . . . . . . . . . . . . . 12 |
REPORT. . . . . . . . . . . . . . . . . . . . . 13 |
COMPUTER. . . . . . . . . . . . . . . . . . . . 13 |
PHOTON TORPEDOES. . . . . . . . . . . . . . . . 14 |
DOCK AT STARBASE. . . . . . . . . . . . . . . . 15 |
REST. . . . . . . . . . . . . . . . . . . . . . 15 |
CALL STARBASE FOR HELP. . . . . . . . . . . . . 15 |
ABANDON SHIP. . . . . . . . . . . . . . . . . . 16 |
SELF-DESTRUCT . . . . . . . . . . . . . . . . . 16 |
TERMINATE THE CURRENT GAME. . . . . . . . . . . 16 |
SENSOR-SCAN . . . . . . . . . . . . . . . . . . 17 |
ENTER STANDARD ORBIT. . . . . . . . . . . . . . 17 |
TRANSPORTER-TRAVEL. . . . . . . . . . . . . . . 17 |
SHUTTLE CRAFT . . . . . . . . . . . . . . . . . 18 |
MINE DILITHIUM CRYSTALS . . . . . . . . . . . . 18 |
LOAD DILITHIUM CRYSTALS . . . . . . . . . . . . 18 |
PLANET REPORT . . . . . . . . . . . . . . . . . 19 |
FREEZE. . . . . . . . . . . . . . . . . . . . . 19 |
REQUEST . . . . . . . . . . . . . . . . . . . . 20 |
EXPERIMENTAL DEATH RAY. . . . . . . . . . . . . 20 |
LAUNCH DEEP SPACE PROBE . . . . . . . . . . . . 21 |
EMERGENCY EXIT. . . . . . . . . . . . . . . . . 21 |
ASK FOR HELP. . . . . . . . . . . . . . . . . . 21 |
CLOAKING DEVICE . . . . . . . . . . . . . . . . 22 |
CAPTURE KLINGONS . . . . . . . . . . . . . . . 22 |
GET THE SCORE . . . . . . . . . . . . . . . . . 22 |
|
MISCELLANEOUS NOTES. . . . . . . . . . . . . . . . . 23 |
|
SCORING. . . . . . . . . . . . . . . . . . . . . . . 24 |
|
HANDY REFERENCE PAGE . . . . . . . . . . . . . . . . 25 |
|
MODIFICATIONS. . . . . . . . . . . . . . . . . . . . 26 |
|
ACKNOWLEDGMENTS. . . . . . . . . . . . . . . . . . . 27 |
|
REFERENCES . . . . . . . . . . . . . . . . . . . . . 27 |
|
|
|
-----INTRODUCTION TO THE GAME----- 1 |
|
|
The Organian Peace Treaty has collapsed, and the Federation is at war |
with the Klingon Empire. Joining the Klingons against the Federation |
are the members of the "Romulan Star Empire." As commander of the |
Starship U.S.S. Enterprise, your job is to wipe out the Klingon |
invasion fleet and make the galaxy safe for democracy. |
|
Your battleground is the entire galaxy, which for convenience is |
divided up into eight rows of eight quadrants each, like a |
checkerboard. Rows are numbered from top to bottom, and columns are |
numbered left to right, so quadrant 1 - 8 would be in the upper right |
hand corner of the galaxy. |
|
During battle you will be concerned only with those enemies that |
occupy the same quadrant as yourself. Quadrants are divided up into |
sectors: ten rows of ten sectors each. Sectors are numbered in the |
same way as quadrants, so the sector in the upper right corner is |
sector 1 - 10. You have a short-range scanner which allows you to |
look at the entire quadrant in a single display. |
|
Enemies recharge during your absence. If you leave a quadrant |
containing a weakened enemy, when you return to that quadrant he will |
be strong again. Also, each time you enter a quadrant, the positions |
of everything in the quadrant (except your ship) are randomized, to |
save you the trouble of trying to remember where everything in the |
quadrant is. Notice that this refers only to the positions of things |
in the quadrant--the numbers of each kind of thing are not changed |
(except for black holes and the Super-commander, which move around |
the galaxy). If you kill something, it stays dead. |
|
The Romulans are not as serious a threat to the Federation as the |
Klingons. For one thing, there are not as many of them. For |
another, the Romulans are not as treacherous. However, Romulans are |
not to be trifled with, especially when you are in violation of the |
"Romulan Neutral Zone." |
|
There are two kinds of Klingons: Ordinary Klingons, which are bad |
enough, and Klingon Commanders, which are even worse. Commanders are |
about three times stronger than ordinary Klingons. Commanders are |
more resistant to your weapons. Commanders can move about during |
battle while Ordinary Klingons stay put. And finally, Commanders |
have a thing called a "long-range tractor beam" which they can use, |
at random intervals, to yank you away from what you are doing into |
their quadrant, to do battle with them. There is also a special |
commander, called the "Super-commander." This character is so bad he |
is reserved for the Good, Expert, and Emeritus games. Fortunately, |
there is just one Super-commander in a game. In addition to the |
undesirable traits of Commanders, he can move from quadrant to |
quadrant at will, seeking out and destroying your starbases and any |
helpful planets he runs across. He also has a spy planted aboard |
your ship, giving him valuable information about your condition. |
Using this information, he can do dastardly things like tractor beam |
your ship when you are in bad shape. And once you've been tractor |
beamed by the Super-commander --- |
2 |
But the advantages are not all on the side of the enemy. Your ship |
is more powerful, and has better weapons. Besides, in the this |
galaxy there are from two to five starbases, at which you can stop to |
refuel and lick your wounds, safe from phaser attack or tractor |
beams. But you had best not dally there too long, since time is not |
on your side. The Klingons are not just after you; they are |
attacking the entire Federation. There is always a finite "time |
left," which is how much longer the Federation can hold out if you |
just sit on your fat behind and do nothing. As you wipe out |
Klingons, you reduce the rate at which the invasion fleet weakens the |
Federation, and so the time left until the Federation collapses may |
actually increase. Since Klingons are the main threat to the |
Federation, the Romulans do not figure into the "time left." In |
fact, you need not kill all the Romulans to win. If you can get all |
the Klingons, the Federation will abide forever, and you have won the |
game. |
|
Space is vast, and it takes precious time to move from one place to |
another. In comparison, other things happen so quickly that we |
assume the take no time at all. Two ways that time can pass are when |
you move, or when you issue a command to sit still and rest for a |
period of time. You will sometimes want to do the latter, since the |
various devices aboard your starship may be damaged and require time |
to repair. Of course, repairs can be made more quickly at a starbase |
than can in flight. |
|
In addition to Klingons, Romulans, and starbases, the galaxy contains |
(surprise) stars. Mostly, stars are a nuisance and just get in your |
way. You can trigger a star into going nova by shooting one of your |
photon torpedoes at it. When a star novas, it does a lot of damage |
to anything immediately adjacent to it. If another star is adjacent |
to a nova, it too will go nova. Stars may also occasionally go |
supernova; a supernova in a quadrant destroys everything in the |
quadrant and makes the quadrant permanently uninhabitable. You may |
"jump over" a quadrant containing a supernova when you move, but you |
should not stop there. |
|
Supernovas may happen spontaneously, without provocation. If a |
supernova occurs in the same quadrant you are in, your starship has |
an "emergency automatic override" which picks some random direction |
and some random warp factor, and tries to throw you clear of the |
supernova. If the supernova occurs in some other quadrant, you just |
get a warning message from Starfleet about it (provided, of course, |
that your subspace radio is working). |
|
Also a few planets are scattered through the galaxy. These can |
sometimes be a great help since some of them will have "dilithium |
crystals," which are capable of replenishing the ship's energy |
supply. You can either beam down to the planet surface using the |
transporter, or take the shuttle craft "Galileo." |
|
Finally, each quadrant will contain from zero to three black holes. |
These can deflect or swallow torpedoes passing near them. They also |
swallow enemy ships knocked into them. If your ship enters one - - - |
3 |
Star Trek is a rich game, full of detail. These instructions are |
written at a moderate level--no attempt has been made fully to |
describe everything about the game, but there is quite a bit more |
here than you need to get started. If you are new to the game, just |
get a rough idea of the kinds of commands available, and start |
playing. After a game or two you will have learned everything |
important, and the detailed command descriptions which follow will be |
a lot more meaningful to you. |
|
You have weapons: phasers and photon torpedoes. You have a defense: |
deflector shields. You can look at things: long-range scanners, |
short-range scanners, and a star chart. You can move about, under |
warp drive or impulse power. You can also dock at a starbase, rest |
while repairs are being made, abandon ship, self destruct, or give up |
and start a new game. |
|
The Klingons are waiting. |
|
|
-----HOW TO ISSUE COMMANDS----- 4 |
|
When the game is waiting for you to enter a command it will print out |
|
COMMAND> |
|
You may then type in your command. All you have to remember for each |
command is the mnemonic. For example, if you want to move straight up |
one quadrant, you can type in the mnemonic (case insensitive) |
|
move |
|
and the computer will prompt you with |
|
Manual or automatic- |
|
Say you type in "manual". The computer then responds |
|
X and Y displacements- |
|
Now you type in "0 1" which specifies an X movement of zero and a Y |
movement of one. |
|
When you have learned the commands, you can avoid being prompted |
simply by typing in the information without waiting to be asked for |
it. For example, in the above example, you could simply type in |
|
move manual 0 1 |
|
and it will be done. Or you could type in |
|
move manual |
|
and when the computer responds with the displacement prompt, you can type in |
|
0 1 |
|
and it will understand. |
|
You can abbreviate most mnemonics. For "move", you can use any of |
|
move mov mo m |
|
successfully. For your safety, certain critical commands (such as to |
abandon ship) must be written out in full. Also, in a few cases two |
or more commands begin with the same letter, and in this case that |
letter refers to a particular one of the commands; to get the other, |
your abbreviation must be two or more characters long. This sounds |
complicated, but you will learn the abbreviations quickly enough. |
|
What this all boils down to is: |
(1) You can abbreviate practically anything |
(2) If you forget, the computer will prompt you |
(3) If you remember, you can type it all on one line |
|
If you are part way through entering a command and you change your |
mind, you can cancel the command by typing -1 as one of the |
parameters, with the exception of the manual move command. If |
anything is not clear to you, experiment. The worst you can do is |
lose a game or two. |
|
-----DESCRIPTION OF COMMANDS----- 5 |
|
******************** |
* SHORT-RANGE SCAN * |
******************** |
|
Mnemonic: SRSCAN |
Shortest abbreviation: S |
Full commands: SRSCAN |
SRSCAN NO |
SRSCAN CHART |
|
The short-range scan gives you a considerable amount of information |
about the quadrant your starship is in. A short-range scan is best |
described by an example. |
|
1 2 3 4 5 6 7 8 9 10 |
1 * . . . . R . . . . Stardate 2516.3 |
2 . . . E . . . . . . Condition RED |
3 . . . . . * . B . . Position 5 - 1, 2 - 4 |
4 . . . S . . . . . . Life Support DAMAGED, Reserves=2.30 |
5 . . . . . . . K . . Warp Factor 5.0 |
6 . K . . . . . * . Energy 2176.24 |
7 . . . . . P . . . . Torpedoes 3 |
8 . . . . * . . . . . Shields UP, 42% 1050.0 units |
9 . * . . * . . . C . Klingons Left 12 |
10 . . . . . . . . . . Time Left 3.72 |
|
|
The left part is a picture of the quadrant. The E at sector 2 - 4 |
represents the Enterprise; the B at sector 3 - 8 is a starbase. |
There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2, and a |
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 |
periods (.) are just empty space--they are printed to help you get |
your bearings. Sector 6 - 4 contains a black hole ( ). |
|
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. |
|
If you type "C" after SRSCAN, you will be given a short-range scan |
and a Star Chart. |
|
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. |