Go to most recent revision | Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
7445 | leency | 1 | SSSSS U U PPPPP EEEEE RRRRR |
2 | S U U P P E R R |
||
3 | SSSSS U U PPPPP EEEE RRRRR |
||
4 | S U U P E R R |
||
5 | SSSSS UUUUU P EEEEE R R |
||
6 | |||
7 | |||
8 | SSSSSSS TTTTTTTT A RRRRRRR |
||
9 | SSSSSSSS TTTTTTTT AAA RRRRRRRR |
||
10 | SS TT AAA RR RR |
||
11 | SSSSSSS TT AA AA RR RR |
||
12 | SSSSSSS TT AA AA RRRRRRRR |
||
13 | SS TT AAAAAAA RRRRRRR |
||
14 | SS TT AAAAAAA RR RR |
||
15 | SSSSSSSS TT AA AA RR RR |
||
16 | SSSSSSS TT AA AA RR RR |
||
17 | |||
18 | |||
19 | |||
20 | TTTTTTTT RRRRRRR EEEEEEEEE KK KK |
||
21 | TTTTTTTT RRRRRRRR EEEEEEEEE KK KK |
||
22 | TT RR RR EE KK KK |
||
23 | TT RR RR EEEEEE KKKKKK |
||
24 | TT RRRRRRRR EEEEEE KKKKK |
||
25 | TT RRRRRRR EE KK KK |
||
26 | TT RR RR EE KK KK |
||
27 | TT RR RR EEEEEEEEE KK KK |
||
28 | TT RR RR EEEEEEEEE KK KK |
||
29 | |||
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 |
|
||
529 | for your starship, in quadrants; a displacement of one sector is 0.1 |
||
530 | quadrants. Specifying |
||
531 | in a straight line to the specified destination. If |
||
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 |
||
553 | destination quadrant, and |
||
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, |
||
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 |
||
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 |
||
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 |
||
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 |
||
1137 | |||
1138 | INFORMATION MNEMONIC FOR |
||
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 |
||
1189 | PROBE |
||
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 |
||
1415 | I IMPULSE |
||
1416 | IMPULSE AUTOMATIC |
||
1417 | L LRSCAN long-range sensors |
||
1418 | MI MINE (none) |
||
1419 | M MOVE |
||
1420 | MOVE AUTOMATIC |
||
1421 | O ORBIT warp or impulse engines |
||
1422 | P PHASERS |
||
1423 | PHASERS AUTOMATIC |
||
1424 | PHASERS MANUAL |
||
1425 | PHO PHOTONS |
||
1426 | PL PLANETS (none) |
||
1427 | PR PROBE |
||
1428 | PROBE |
||
1429 | REP REPORT (none) |
||
1430 | REQ REQUEST (none) |
||
1431 | R REST |
||
1432 | QUIT QUIT (none) |
||
1433 | S SRSCAN |
||
1434 | SC SCORE (none) |
||
1435 | SE SENSORS short-range sensors |
||
1436 | SH SHIELDS |
||
1437 | SHU SHUTTLE shuttle craft |
||
1438 | ST STATUS (none) |
||
1439 | T TRANSPORT transporter |
||
1440 | W WARP |
||
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.1000> |