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  1.                 SSSSS   U   U   PPPPP   EEEEE   RRRRR
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  8.                  SSSSSSS  TTTTTTTT     A     RRRRRRR
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  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
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  20.                 TTTTTTTT RRRRRRR   EEEEEEEEE KK     KK
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  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.         0 1
  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 <displacement>
  517.                  MOVE AUTOMATIC <destination>
  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 <deltax> <deltay>
  527.  
  528. <deltax> and <deltay> are the horizontal and vertical displacements
  529. for your starship, in quadrants; a displacement of one sector is 0.1
  530. quadrants.  Specifying <deltax> and <deltay> causes your ship to move
  531. in a straight line to the specified destination. If <deltay> is
  532. omitted, it is assumed zero. For example, the shortest possible
  533. command to move one sector to the right would be
  534.  
  535.         M M .1
  536.  
  537. The following examples of manual movement refer to the short-range
  538. scan shown earlier.
  539.  
  540.   Destination Sector    Manual Movement command
  541.         3 - 1                   M M -.3 -.1
  542.         2 - 1                   M M -.3
  543.         1 - 2                   M M -.2 .1
  544.         1 - 4                   M M 0 .1
  545.   (leaving quadrant)            M M 0 .2
  546.  
  547.  
  548. The automatic mode is as follows:
  549.  
  550.         MOVE AUTOMATIC <qrow> <qcol> <srow> <scol>
  551.  
  552. where <qrow> and <qcol> are the row and column numbers of the
  553. destination quadrant, and <srow> and <scol> are the row and column
  554. numbers of the destination sector in that quadrant.  This command also
  555. moves your ship in a straight line path to the destination.  For
  556. moving within a quadrant, <qrow> and <qcol> may be omitted. For
  557. example, to move to sector 2 - 9 in the current quadrant, the
  558. shortest command would be
  559.  
  560.         M A 2 9
  561.  
  562. To move to quadrant 3 - 7, sector 5 - 8, type
  563.  
  564.         M A 3 7 5 8
  565.  
  566. and it will be done.  In automatic mode, either two or four numbers
  567. must be supplied.
  568.                                                                       10
  569. Automatic mode utilizes the ship's "battle computer."  If the
  570. computer is damaged, manual movement must be used.
  571.  
  572. If warp engines are damaged less than 10 stardates (undocked) you can
  573. still go warp 4.
  574.  
  575. It uses time and energy to move.  How much time and how much energy
  576. depends on your current warp factor, the distance you move, and
  577. whether your shields are up.  The higher the warp factor, the faster
  578. you move, but higher warp factors require more energy.  You may move
  579. with your shields up, but this doubles the energy required.
  580.  
  581. You can move within a quadrant without being attacked if you just
  582. entered the quadrant or have bee attacked since your last move
  583. command.  This enables you to move and hit them before they
  584. retaliate.
  585.  
  586.  
  587.  ***************
  588.  * WARP FACTOR *
  589.  ***************
  590.  
  591.   Mnemonic:  WARP
  592.   Shortest abbreviation:  W
  593.   Full command:  WARP <number>
  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 <displacement>
  617.                  IMPULSE AUTOMATIC <destination>
  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 <amount of energy to 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 <AMOUNT TO FIRE> <NO>
  685.                   PHASERS <AMOUNT TO FIRE> <NO>
  686.                   PHASERS MANUAL <NO> <AMOUNT 1> <AMOUNT 2>...<AMOUNT N>
  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 <amount to fire> among the Klingons present.  If phaser firing
  716. is manual, you specify how much energy to fire at each Klingon
  717. present (nearest first), rather than just specifying a total amount.
  718. You can abbreviate "MANUAL" and "AUTOMATIC" to one or more letters; if
  719. you mention neither, automatic fire is usually assumed.
  720.  
  721. Battle computer information is available by firing phasers manually,
  722. and allowing the computer to prompt you.  If you enter zero for the
  723. amount to fire at each enemy, you will get a complete report, without
  724. cost.  The battle computer will tell you how much phaser energy to
  725. fire at each enemy for a sure kill.  This information appears in
  726. parentheses prior to the prompt for each enemy.  SInce the amount is
  727. computed from sensor data, if either the computer or the S.R. sensors
  728. are damaged, this information will be unavailable, and phasers must
  729. be fired manually.
  730.                                                                       13
  731. A safety interlock prevents phasers from being fired through the
  732. shields.  If this were not so, the shields would contain your fire
  733. and you would fry yourself.  However, you may utilize the
  734. "high-speed shield control" to drop shields, fire phasers, and raise
  735. shields before the enemy can react.  Since it takes more energy to
  736. work the shields rapidly with a shot, it costs you 200 units of
  737. energy each time you activate this control.  It is automatically
  738. activated when you fire phasers while the shields are up. By
  739. specifying the <no> option, shields are not raised after firing.
  740.  
  741. Phasers have no effect on starbases (which are shielded) or on stars.
  742.  
  743.  
  744.  **********
  745.  * REPORT *
  746.  **********
  747.  
  748.   Mnemonic:  REPORT
  749.   Shortest abbreviation: REP
  750.  
  751. This command supplies you with information about the state of the
  752. current game.  Its purpose is to remind you of things that you have
  753. learned during play, but may have forgotten, and cannot otherwise
  754. retrieve if you are not playing at a hard-copy terminal.
  755.  
  756.      You are told the following things:
  757.  
  758.        . The length and skill level of the game you are playing
  759.        . The original number of Klingons
  760.        . How many Klingons you have destroyed
  761.        . Whether the Super-Commander has been destroyed
  762.        . How many bases have been destroyed
  763.        . How many bases are left
  764.        . What bases (if any) are under attack; your subspace radio
  765.          must have been working since the attack to get this
  766.          information.
  767.        . How many casualties you have suffered
  768.        . How many times you have called for help.
  769.  
  770. This same information is automatically given to you when you start to
  771. play a frozen game.
  772.  
  773.  
  774.  ************
  775.  * COMPUTER *
  776.  ************
  777.  
  778.   Mnemonic:  COMPUTER
  779.   Shortest abbreviation: CO
  780.  
  781. This command allows using the ship's computer (if functional) to
  782. calculate travel times and energy usage.
  783.  
  784.  
  785.                                                                       14
  786.  ********************
  787.  * PHOTON TORPEDOES *
  788.  ********************
  789.  
  790.   Mnemonic:  PHOTONS
  791.   Shortest abbreviation:  PHO
  792.   Full commands:  PHOTONS <NUMBER> <TARG1> <TARG2> <TARG3>
  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 <NUMBER OF STARDATES>
  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 <FILE NAME>
  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 <file name> and type '.TRK' is created (if necessary) in
  1105. the current directory, and all pertinent information about the game
  1106. is written to that file. The game may be continued as usual or be
  1107. terminated at the user's option.
  1108.  
  1109. To restart a game created by the "FREEZE" command, the user need only
  1110. type "FROZEN" in response to the initial question about the type of
  1111. game desired, followed by the <file name>.
  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 <ITEM>
  1134.  
  1135. This command allows you to get any single piece of information from
  1136. the <STATUS> command.  <ITEM> specifies which information as follows:
  1137.  
  1138.  INFORMATION       MNEMONIC FOR <ITEM>           SHORTEST ABBREVIATION
  1139.  
  1140.  STARDATE              DATE                                D
  1141.  CONDITION             CONDITION                           C
  1142.  POSITION              POSITION                            P
  1143.  LIFE SUPPORT          LSUPPORT                            L
  1144.  WARP FACTOR           WARPFACTOR                          W
  1145.  ENERGY                ENERGY                              E
  1146.  TORPEDOES             TORPEDOES                           T
  1147.  SHIELDS               SHIELDS                             S
  1148.  KLINGONS LEFT         KLINGONS                            K
  1149.  TIME LEFT             TIME                                TI
  1150.  
  1151.  
  1152.  **************************
  1153.  * EXPERIMENTAL DEATH RAY *
  1154.  **************************
  1155.  
  1156.   Mnemonic:  DEATHRAY
  1157.   (No abbreviation)
  1158.  
  1159. This command should be used only in those desperate cases where you
  1160. have absolutely no alternative.  The death ray uses energy to
  1161. rearrange matter.  Unfortunately, its working principles are not yet
  1162. thoroughly understood, and the results are highly unpredictable.
  1163.  
  1164. The only good thing that can result is the destruction of all enemies
  1165. in your current quadrant.  This will happen about 70% of the time.
  1166. Only enemies are destroyed; starbases, stars, and planets are
  1167. unaffected.
  1168.  
  1169. Constituting the remaining 30% are results varying from bad to fatal.
  1170.  
  1171. The death ray requires no energy or time, but if you survive, enemies
  1172. will hit you.
  1173.  
  1174. The Faerie Queene has no death ray.
  1175.  
  1176. If the death ray is damaged in its use, it must be totally replaced.
  1177. This can only be done at starbase.  Because it is a very complex
  1178. device, it takes 9.99 stardates at base to replace the death ray.
  1179. The death ray cannot be repaired in flight.
  1180.  
  1181.                                                                       21
  1182.  ***************************
  1183.  * LAUNCH DEEP SPACE PROBE *
  1184.  ***************************
  1185.  
  1186.   Mnemonic:  PROBE
  1187.   Shortest abbreviation:  PR
  1188.   Full command:  PROBE <ARMED> MANUAL <displacement>
  1189.                  PROBE <ARMED> AUTOMATIC <destination>
  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 <command>
  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 <FILE NAME>                     (none)
  1415.  I         IMPULSE <MANUAL> <DISPLACEMENT>        impulse engines
  1416.            IMPULSE AUTOMATIC <DESTINATION>        impulse engines and computer
  1417.  L         LRSCAN                                 long-range sensors
  1418.  MI        MINE                                   (none)
  1419.  M         MOVE <MANUAL> <DISPLACEMENT>           warp engines
  1420.            MOVE AUTOMATIC <DESTINATION>           warp engines and computer
  1421.  O         ORBIT                                  warp or impulse engines
  1422.  P         PHASERS <TOTAL AMOUNT>                 phasers and computer
  1423.            PHASERS AUTOMATIC <TOTAL AMOUNT>       phasers, computer, sr sensors
  1424.            PHASERS MANUAL <AMT1> <AMT2> ...       phasers
  1425.  PHO       PHOTONS <NUMBER> <TARGETS>             torpedo tubes
  1426.  PL        PLANETS                                (none)
  1427.  PR        PROBE <ARMED> <MANUAL> <DISPLACEMENT>  probe launcher, radio
  1428.            PROBE <ARMED> AUTOMATIC <DESTINATION>  launcher, radio, computer
  1429.  REP       REPORT                                 (none)
  1430.  REQ       REQUEST                                (none)
  1431.  R         REST <NUMBER OF STARDATES>             (none)
  1432.  QUIT      QUIT                                   (none)
  1433.  S         SRSCAN <NO or CHART>                   short-range sensors
  1434.  SC        SCORE                                  (none)
  1435.  SE        SENSORS                                short-range sensors
  1436.  SH        SHIELDS <UP, DOWN, or TRANSFER>        deflector shields
  1437.  SHU       SHUTTLE                                shuttle craft
  1438.  ST        STATUS                                 (none)
  1439.  T         TRANSPORT                              transporter
  1440.  W         WARP <FACTOR>                          (none)
  1441.  
  1442.  L. R. Scan:   thousands digit:   supernova
  1443.                hundreds digit:    Klingons
  1444.                tens digit:        starbases
  1445.                ones digit:        stars
  1446.                period (.):        digit not known (star chart only)
  1447.  
  1448. Courses are given in manual mode in X - Y displacements; in automatic
  1449.     mode as destination quadrant and/or sector.  Manual mode is default.
  1450. Distances are given in quadrants.  A distance of one sector is 0.1 quadrant.
  1451. Ordinary Klingons have about 400 units of energy, Commanders about
  1452.     1200.  Romulans normally have about 800 units of energy, and the
  1453.     (GULP) "Super-Commander" has about 1800.
  1454. Phaser fire diminishes to about 60 percent at 5 sectors.  Up to 1500
  1455.     units may be fired in a single burst without danger of overheat.
  1456. Warp 6 is the fastest safe speed.  At higher speeds, engine damage
  1457.     may occur.  At warp 10 you may enter a time warp.
  1458. Shields cost 50 units of energy to raise, and double the power
  1459.     requirements of moving under warp drive.  Engaging the high-speed
  1460.     shield control requires 200 units of energy.
  1461. Warp drive requires (distance)*(warp factor cubed) units of energy
  1462.     to travel at a speed of (warp factor squared)/10 quadrants per stardate.
  1463. Impulse engines require 20 units to warm up, plus 100 units per
  1464.      quadrant.  Speed is just under one sector per stardate.
  1465.                  ********MODIFICATIONS********                       26
  1466.  
  1467. Back in (about) 1977 I got a copy of this Super Star Trek game for
  1468. the CDC 6600 mainframe computer. Someone had converted it to PDP-11
  1469. Fortran but couldn't get it to run because of its size. I modified
  1470. the program to use overlays and managed to shoehorn it in on the 58k
  1471. byte machine.
  1472.  
  1473. I liked the game so much I put some time into fixing bugs, mainly
  1474. what could be called continuity errors and loopholes in the game's
  1475. logic. We even played a couple tournaments.
  1476.  
  1477. In 1979, I lost access to that PDP-11. I did save the source code
  1478. listing. In 1995, missing that old friend, I started converting the
  1479. program into portable ANSI C. It's been slow, tedious work that took
  1480. over a year to accomplish.
  1481.  
  1482. In early 1997, I got the bright idea to look for references to "Super
  1483. Star Trek" on the World Wide Web. There weren't many hits, but there
  1484. was one that came up with 1979 Fortran sources! This version had a
  1485. few additional features that mine didn't have, however mine had some
  1486. feature it didn't have. So I merged its features that I liked. I also
  1487. took a peek at the DECUS version (a port, less sources, to the
  1488. PDP-10), and some other variations.
  1489.  
  1490. Modifications I made:
  1491.  
  1492.   Compared to original version, I've changed the "help" command to
  1493.   "call" and the "terminate" command to "quit" to better match user
  1494.   expectations. The DECUS version apparently made those changes as well
  1495.   as changing "freeze" to "save". However I like "freeze".
  1496.  
  1497.   I added EMEXIT from the 1979 version.
  1498.  
  1499.   That later version also mentions srscan and lrscan working when
  1500.   docked (using the starbase's scanners), so I made some changes here
  1501.   to do this (and indicating that fact to the player), and then
  1502.   realized the base would have a subspace radio as well -- doing a
  1503.   Chart when docked updates the star chart, and all radio reports will
  1504.   be heard. The Dock command will also give a report if a base is under
  1505.   attack.
  1506.  
  1507.   It also had some added logic to spread the initial positioning of
  1508.   bases. That made sense to add because most people abort games with
  1509.   bad base placement.
  1510.  
  1511.   The experimental deathray originally had only a 5% chance of success,
  1512.   but could be used repeatedly. I guess after a couple years of use, it
  1513.   was less "experimental" because the 1979 version had a 70% success
  1514.   rate. However it was prone to breaking after use. I upgraded the
  1515.   deathray, but kept the original set of failure modes (great humor!).
  1516.  
  1517.   I put in the Tholian Web code from the 1979 version.
  1518.  
  1519.   I added code so that Romulans and regular Klingons could move in
  1520.   advanced games. I re-enabled the code which allows enemy ships to
  1521.   ram the Enterprise; it had never worked right. The 1979 version
  1522.   seems to have it all fixed up, but I'm still not overly happy with
  1523.   the algorithm.
  1524.  
  1525.   The DECUS version had a Deep Space Probe. Looked like a good idea
  1526.   so I implemented it based on its description.
  1527.  
  1528.   In 2013 I added the CLOAK and CAPTURE commands and also fixed lots
  1529.   of bugs. The CAPTURE command is based on the one in BSDTrek. When
  1530.   making this change I also changed text so that killing Klingons
  1531.   became destroying Klingon ships reflecting that a Klingon ship does
  1532.   have more than one Klingon aboard! The CLOAK command and some other
  1533.   bug fixes and correction of typos are thanks to Erik Olofsen.
  1534.  
  1535.  
  1536.               ----------ACKNOWLEDGMENTS----------                    27
  1537.  
  1538. The authors would like to thank Professor Michael Duggan for his
  1539. encouragement and administrative assistance with the development of
  1540. the Star Trek game, without which it might never have been completed.
  1541.  
  1542. Much credit is due to Patrick McGehearty and Rich Cohen, who assisted
  1543. with the original design of the game and contributed greatly to its
  1544. conceptual development.
  1545.  
  1546. Thanks are also due to Carl Strange, Hardy Tichenor and Steven Bruell
  1547. for their assistance with certain coding problems.
  1548.  
  1549. This game was inspired by and rather loosely based on an earlier
  1550. game, programmed in the BASIC language, by Jim Korp and Grady Hicks.
  1551. It is the authors' understanding that the BASIC game was in turn
  1552. derived from a still earlier version in use at Penn State University.
  1553.  
  1554.  
  1555.  
  1556.  
  1557.                  ----------REFERENCES----------
  1558.  
  1559.  
  1560.  1.  "Star Trek" (the original television series), produced and
  1561.      directed by Gene Rodenberry.
  1562.  
  1563.  2.  "Star Trek" (the animated television series), produced by Gene
  1564.      Rodenberry and directed by Hal Sutherland.  Also excellent,
  1565.      and not just kiddie fare.  If you enjoyed the original series
  1566.      you should enjoy this one (unless you have some sort of a
  1567.      hangup about watching cartoons).
  1568.  
  1569.  3.  "The Making of Star Trek", by Steven E. Whitfield and Gene
  1570.      Rodenberry.  The best and most complete readily available
  1571.      book about Star Trek.  (Ballantine Books)
  1572.  
  1573.  4.  "The World of Star Trek", by David Gerrold.  Similiar in scope
  1574.      to the above book.  (Bantam)
  1575.  
  1576.  5.  "The Star Trek Guide", third revision 4/17/67, by Gene
  1577.      Rodenberry.  The original writer's guide for the television
  1578.      series, but less comprehensive than (3) above.
  1579.      (Norway Productions)
  1580.  
  1581.  6.  "The Trouble With Tribbles", by David Gerrold.  Includes the
  1582.      complete script of this popular show.  (Ballantine Books)
  1583.  
  1584.  7.  "Star Trek", "Star Trek 2", ..., "Star Trek 9", by James Blish.
  1585.      The original shows in short story form.  (Bantam)
  1586.  
  1587.  8.  "Spock Must Die", by James Blish.  An original novel, but
  1588.      rather similar to the show "The Enemy Within".  (Bantam)
  1589.  
  1590.  9.  Model kits of the Enterprise and a "Klingon Battle-Cruiser"
  1591.      by AMT Corporation are available at most hobby shops.
  1592.