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114 lines
6.4 KiB
Plaintext
Executable File
114 lines
6.4 KiB
Plaintext
Executable File
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SPACE WAR information, by Meyer A. Billmers
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SPACE WAR is a two-player game played on the GT40 and the 11/45 with the
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GT40 keyboard and the GE1200 terminet keyboard. Before playing, the terminet
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keyboard 3-position switch marked INHIBIT PRINT/NORMAL/TRANS should be in the
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INHIBIT PRINT position, the upper/lower case slide switch should be in the
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ALL CAPS position, and the terminet may be turned off line (press the STANDBY
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button). To invoke the game, type :SPACE at the system console. If the 11 /05
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switch register is non-zero, an initial message will appear on the GT40 and will
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remain until the GT40 switch register is made 0; then the game will start.
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The object of the game is to destroy your opponent's ship. Each player
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(and thus, each keyboard) controls one ship -- the terminet controls the
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ship with the line in the center, the U.S.S. ENTERPRISE, and the GT40 keyboard
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controls the ship with no line, the B.K.E. MORONI-COMORAH (bastion of the Klingon
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Empire). The pointed end of each ship is forward, and missile come out from the
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forward end.
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Control-keys are as follows:
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J - turns off all rocket engines.
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U - turns on forward engines (engines in the rear that cause forward acceleration).
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M - turns on backward engines.
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H - turns on counter-clockwise engines
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K - turns on clockwise engines.
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L - turns on shield. Turns off shield if shield already on.
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G - turns on cloaking device. Turns it off if already on.
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space - fires a missile.
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There are three bar-graphs at the bottom of the screen for each player (the set on
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the left is for the Enterprise), labelled E, P, and M. M is the number of missiles
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left to be fired. P is power - your immediate power reserves, to be thought of as
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a small fuel tank from which the ships engines, shields, and cloaking devices
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all operate. When P is zero, the ship is powerless to do anything. P is continually
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being replenished from the mail fuel tanks, represented on the graph by E -- energy.
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Energy has no short term effects on the handling of the ship, but it does have one
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important long term effect; once energy is zero, P can no longer be replenished
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and the ship becomes permanently powerless to steer or maneuver. (Missiles can
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still be fired, however, since missiles have their own self-contained power supplies).
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When a missile is fired, it leaves the ship with a standard velocity vector which is
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added to the ship's velocity vector; consequently, a missile fired from a ship
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moving forward rapidly will have a greater absolute velocity than one fired from
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a ship which is backing up. Only the velocity of the missile relative to the ship
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is constant for all missiles.
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The cloaking device, when on, renders your ship invisible. Missiles may still be
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fired and you may still maneuver and be destroyed. The shield puts up a protective
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barrier which protects you from missile hits. But putting the shield up takes
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a large initial investment of power, and each time the shield protects you against
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a hit more power is consumed. If the available power drops below 50% there will
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not be sufficient power to maintain the shield, and it will go off automatically.
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Thus, while a shield will always protect you from one missile hit, it may not
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be adequate for multiple hits. Turning the shield on well in advance of missile
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hits allows time for power replenishment, which increases the number of missiles
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in a multiple attack the shield will repel. While P increases when the shield
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is up, it does so at the expense of E (also, the cloaking device consumes energy)
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so that these measures should not be used as routine defenses. Note also that
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when the shield is up, you cannot fire missiles through it.
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There is a portion of the screen at the top which is not visible, and flying
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into that hidden enables you to temporarily evade your opponent.
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There is toroidal wrap-around on all four edges of the screen. The edges are
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"sticky" -- when you go across one, your velocity is decreased. This applies
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only to ships, not to missiles.
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The object in the center of the screen is the sun. It exerts a 1/r gravitational
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field on all objects, ships and missiles alike, and will destroy a ship (or
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missile) that collides with it, with no damage to the sun. The twinkling points
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are stars and have no effect on the game.
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When a ship is damaged or destroyed, the console bell will ring. If destroyed, the
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ship will explode and fade away, and all three of its graphs will become zero.
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If damaged, some damage will be chosen at random and done to the ship. You may
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lose some missiles, power, energy, or a combination of all three. You win
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the battle by destroying your opponent, but you must survive for three seconds
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after destroying him, or the battle will be a draw.
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The program tallies battles won, and displays the results after each battle.
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The clock at the bottom of the screen times 15 minutes, then terminates the
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game and declares a winner. DISP will automatically be reloaded into the GT40
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at this time. The game may be terminated early by either player at any time
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by typing a control-D; this will also reload DISP.
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A note about controlling the ships -- turning on an engine (which will be
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indicated by a letter near your graph-information, and also by a blinking jet
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somewhere on your ship) causes acceleration to occur. Turning off that engine
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zeroes the acceleration, but not the velocity. You continue to move until
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the velocity is cancelled by firing an engine in the opposing direction.
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This is true for rotational engines as well -- they produce angular acceleration
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and unless you counter the angular velocity by firing an opposed engine, you
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will continue to spin.
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Also, a note about a hardware bug in the GT40. On occasion, (especially when there
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are lots of missiles on the screen) the scope will go blank. This is an unfixable
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hardware bug. If it happens to you while playing, the following fix is necessary:
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(all instructions are for the 11/05)
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First time -- press HALT, depress START and let it pop back up, place 1000
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in the switch register and press LOAD ADDRESS, raise the HALT/ENABLE key back
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up to ENABLE, place 0 back in the switch register, and press START again.
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All subsequent times -- just press START and release it.
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This restarts the program. The scope should come back on -- sometimes for just a
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fraction of a second, in which case you must press START again, sometimes it comes
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back for good. Eventually it will come back for good, but you may have to press
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START 5 or even 10 times in quick succession.
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Good luck, and may you defeat the Romulan slime-devils!
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