mirror of
https://github.com/PDP-10/stacken.git
synced 2026-03-01 01:19:17 +00:00
943 lines
36 KiB
Plaintext
943 lines
36 KiB
Plaintext
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
SSSSSSS TTTTTTTT A RRRRRRR
|
||
SSSSSSSS TTTTTTTT AAA RRRRRRRR
|
||
SS TT AAA RR RR
|
||
SSSSSSS TT AA AA RR RR
|
||
SSSSSSS TT AA AA RRRRRRRR
|
||
SS TT AAAAAAA RRRRRRR
|
||
SS TT AAAAAAA RR RR
|
||
SSSSSSSS TT AA AA RR RR
|
||
SSSSSSS TT AA AA RR RR
|
||
|
||
|
||
|
||
TTTTTTTT RRRRRRR EEEEEEEEE KK KK
|
||
TTTTTTTT RRRRRRRR EEEEEEEEE KK KK
|
||
TT RR RR EE KK KK
|
||
TT RR RR EEEEEE KKKKKK
|
||
TT RRRRRRRR EEEEEE KKKKK
|
||
TT RRRRRRR EE KK KK
|
||
TT RR RR EE KK KK
|
||
TT RR RR EEEEEEEEE KK KK
|
||
TT RR RR EEEEEEEEE KK KK
|
||
|
||
|
||
|
||
PRODUCED FOR YOUR ENJOYMENT
|
||
|
||
BY
|
||
|
||
DAVID MATUSZEK
|
||
AND
|
||
PAUL REYNOLDS
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
PERMISSION IS HEREBY GRANTED FOR THE COPYING, DISTRIBUTION,
|
||
MODIFICATION AND USE OF THIS PROGRAM AND ASSOCIATED DOCUMENTATION
|
||
FOR RECREATIONAL PURPOSES, PROVIDED THAT ALL REFERENCES TO THE
|
||
AUTHORS ARE RETAINED. HOWEVER, PERMISSION IS NOT AND WILL NOT BE
|
||
GRANTED FOR THE SALE OR PROMOTIONAL USE OF THIS PROGRAM OR PROGRAM
|
||
DOCUMENTATION, OR FOR USE IN ANY SITUATION IN WHICH PROFIT MAY BE
|
||
CONSIDERED AN OBJECTIVE, SINCE IT IS THE DESIRE OF THE AUTHORS TO
|
||
RESPECT THE COPYRIGHTS OF THE ORIGINATORS OF STAR TREK.
|
||
|
||
|
||
----------INTRODUCTION TO THE GAME----------
|
||
|
||
|
||
THE ORGANIAN PEACE TREATY HAS COLLAPSED, AND THE FEDERATION
|
||
IS AT WAR WITH THE KLINGON EMPIRE. AS COMMANDER OF THE STARSHIP
|
||
U. S. S. ENTERPRISE, YOUR MISSION IS TO WIPE OUT THE KLINGON
|
||
INVASION FLEET AND MAKE THE GALAXY SAFE FOR DEMOCRACY.
|
||
|
||
YOUR BATTLEGROUND IS THE ENTIRE GALAXY, WHICH FOR CONVENIENCE
|
||
IS DIVIDED UP INTO EIGHT ROWS OF EIGHT QUADRANTS EACH, LIKE A
|
||
CHECKERBOARD. ROWS ARE NUMBERED FROM TOP TO BOTTOM, AND COLUMNS
|
||
ARE NUMBERED LEFT TO RIGHT, SO QUADRANT 1 - 8 WOULD BE IN THE
|
||
UPPER RIGHT HAND CORNER OF THE GALAXY.
|
||
|
||
DURING BATTLE YOU WILL BE CONCERNED ONLY WITH THOSE KLINGONS
|
||
THAT OCCUPY THE SAME QUADRANT AS YOURSELF. QUADRANTS ARE DIVIDED
|
||
UP INTO SECTORS; TEN ROWS OF TEN SECTORS EACH. SECTORS ARE
|
||
NUMBERED IN THE SAME WAY AS QUADRANTS, SO THE SECTOR IN THE UPPER
|
||
RIGHT CORNER IS SECTOR 1 - 10. YOU HAVE A SHORT-RANGE SCANNER
|
||
WHICH ALLOWS YOU TO LOOK AT THE ENTIRE QUADRANT IN A SINGLE
|
||
DISPLAY.
|
||
|
||
KLINGONS RECHARGE DURING YOUR ABSENCE. IF YOU LEAVE A QUADRANT
|
||
CONTAINING A WEAKENED KLINGON, WHEN YOU RETURN TO THAT QUADRANT HE
|
||
WILL BE STRONG AGAIN. ALSO, EACH TIME YOU ENTER A QUADRANT, THE
|
||
POSITIONS OF EVERYTHING IN THE QUADRANT (EXCEPT YOUR SHIP) ARE
|
||
RANDOMIZED, TO SAVE YOU THE TROUBLE OF TRYING TO REMEMBER WHERE
|
||
EVERYTHING IN THE QUADRANT IS. NOTICE THAT THIS REFERS ONLY TO
|
||
THE POSITIONS OF THINGS IN THE QUADRANT--THE NUMBERS OF EACH KIND
|
||
OF THING ARE NOT CHANGED. IF YOU KILL SOMETHING, IT STAYS DEAD.
|
||
|
||
THERE ARE TWO KINDS OF KLINGONS; ORDINARY KLINGONS, WHICH
|
||
ARE BAD ENOUGH, AND KLINGON COMMANDERS, WHICH ARE EVEN WORSE.
|
||
COMMANDERS ARE ABOUT THREE TIMES STRONGER THAN ORDINARY KLINGONS.
|
||
COMMANDERS ARE MORE RESISTANT TO YOUR WEAPONS. COMMANDERS CAN
|
||
MOVE ABOUT DURING BATTLE, WHILE ORDINARY KLINGONS STAY PUT. AND
|
||
FINALLY, COMMANDERS HAVE A THING CALLED A "LONG-RANGE TRACTOR
|
||
BEAM" WHICH THEY CAN USE, AT RANDOM INTERVALS, TO YANK YOU AWAY
|
||
FROM WHAT YOU ARE DOING AND INTO THEIR QUADRANT, TO DO BATTLE
|
||
WITH THEM.
|
||
|
||
BUT THE ADVANTAGES ARE NOT ALL ON THE SIDE OF THE KLINGONS.
|
||
YOUR SHIP IS MORE POWERFUL, AND HAS BETTER WEAPONS. BESIDES,
|
||
IN THIS GALAXY THERE ARE FROM TWO TO FOUR STARBASES, AT WHICH
|
||
YOU CAN STOP TO REFUEL AND LICK YOUR WOUNDS, SAFE FROM ATTACK
|
||
OR TRACTOR BEAMS. BUT YOU HAD BEST NOT DALLY THERE TOO LONG,
|
||
SINCE TIME IS NOT ON YOUR SIDE. THE KLINGONS ARE NOT JUST AFTER
|
||
YOU! THEY ARE ATTACKING THE ENTIRE FEDERATION. THERE IS ALWAYS
|
||
A FINITE "TIME LEFT", WHICH IS HOW MUCH LONGER THE FEDERATION CAN
|
||
HOLD OUT IF YOU JUST SIT ON YOUR FAT BEHIND AND DO NOTHING. AS
|
||
YOU WIPE OUT KLINGONS, YOU REDUCE THE RATE AT WHICH THE INVASION
|
||
FLEET WEAKENS THE FEDERATION, AND SO THE "TIME LEFT" UNTIL
|
||
THE FEDERATION COLLAPSES MAY ACTUALLY INCREASE. IF YOU CAN GET
|
||
ALL THE KLINGONS, THE FEDERATION WILL ABIDE FOREVER, AND YOU
|
||
HAVE WON THE GAME.
|
||
|
||
|
||
SPACE IS VAST, AND IT TAKES PRECIOUS TIME TO MOVE FROM ONE
|
||
PLACE TO ANOTHER. THE DIFFERENT WAYS THAT TIME CAN PASS IS WHEN
|
||
YOU MOVE, OR (AT A RELATIVELY SLOW RATE) WHILE REAL TIME PASSES,
|
||
OR WHEN YOU ISSUE A COMMAND TO SIT STILL AND REST FOR A PERIOD OF TIME.
|
||
YOU WILL SOMETIMES WANT TO DO THE LATTER, SINCE THE VARIOUS DEVICES
|
||
ABOARD YOUR STARSHIP MAY BE DAMAGED AND REQUIRE TIME TO REPAIR.
|
||
OF COURSE, REPAIRS CAN BE MADE MORE QUICKLY AT A STARBASE THAN THEY
|
||
CAN IN FLIGHT.
|
||
|
||
IN ADDITION TO KLINGONS AND STARBASES, THE GALAXY ALSO
|
||
CONTAINS (SURPRISE) STARS. MOSTLY, STARS ARE A NUISANCE AND
|
||
JUST GET IN YOUR WAY. YOU CAN TRIGGER A STAR INTO GOING NOVA
|
||
BY SHOOTING ONE OF YOUR PHOTON TORPEDOES AT IT. WHEN A STAR
|
||
NOVAS, IT DOES A LOT OF DAMAGE TO ANYTHING IMMEDIATELY ADJACENT
|
||
TO IT. IF ANOTHER STAR IS ADJACENT TO A NOVA, IT TOO WILL GO
|
||
NOVA. STARS MAY ALSO OCCASIONALLY GO SUPERNOVA! A SUPERNOVA
|
||
IN A QUADRANT DESTROYS EVERYTHING IN THE QUADRANT AND MAKES
|
||
THE QUADRANT PERMANENTLY UNINHABITABLE. YOU MAY "JUMP OVER" A
|
||
QUADRANT CONTAINING A SUPERNOVA WHEN YOU MOVE, BUT YOU SHOULD
|
||
NOT STOP THERE.
|
||
|
||
SUPERNOVAS MAY HAPPEN SPONTANEOUSLY, WITHOUT PROVOCATION. IF
|
||
A SUPERNOVA OCCURS IN THE SAME QUADRANT YOU ARE IN, YOUR STARSHIP
|
||
HAS AN "EMERGENCY AUTOMATIC OVERRIDE" WHICH PICKS SOME RANDOM
|
||
DIRECTION AND SOME RANDOM WARP FACTOR, AND TRIES TO THROW YOU
|
||
CLEAR OF THE SUPERNOVA. IF THE SUPERNOVA OCCURS IN SOME OTHER
|
||
QUADRANT, YOU JUST GET A WARNING MESSAGE FROM STARFLEET ABOUT IT
|
||
(PROVIDED, OF COURSE, THAT YOUR SUBSPACE RADIO IS WORKING).
|
||
|
||
STAR TREK IS A RICH GAME, FULL OF DETAIL. THESE INSTRUCTIONS
|
||
ARE WRITTEN AT A MODERATE LEVEL--NO ATTEMPT HAS BEEN MADE FULLY
|
||
TO DESCRIBE EVERYTHING ABOUT THE GAME, BUT THERE IS QUITE A BIT
|
||
MORE HERE THAN YOU NEED TO GET STARTED. IF YOU ARE NEW TO THE
|
||
GAME, JUST GET A ROUGH IDEA OF THE KINDS OF COMMANDS AVAILABLE,
|
||
AND START PLAYING. AFTER A GAME OR TWO YOU WILL HAVE LEARNED
|
||
EVERYTHING IMPORTANT, AND THE DETAILED COMMAND DESCRIPTIONS WHICH
|
||
FOLLOW WILL BE A LOT MORE MEANINGFUL TO YOU.
|
||
|
||
YOU HAVE WEAPONS; PHASERS AND PHOTON TORPEDOES. YOU HAVE
|
||
A DEFENSE; DEFLECTOR SHIELDS. YOU CAN LOOK AT THINGS; LONG-
|
||
RANGE SCANNERS, SHORT-RANGE SCANNERS, A COMPUTER, AND A STAR CHART.
|
||
YOU CAN MOVE ABOUT, UNDER WARP DRIVE AND IMPULSE POWER. YOU CAN ALSO
|
||
DOCK AT A STARBASE, REST WHILE REPAIRS ARE BEING MADE, ABANDON
|
||
SHIP, SELF DESTRUCT, OR GIVE UP AND START A NEW GAME.
|
||
|
||
THE KLINGONS ARE WAITING.
|
||
|
||
|
||
----------HOW TO ISSUE COMMANDS----------
|
||
|
||
|
||
WHEN THE GAME IS WAITING FOR YOU TO ENTER A COMMAND, IT WILL
|
||
PRINT OUT
|
||
COMMAND;
|
||
YOU MAY THEN TYPE IN YOUR COMMAND. ALL YOU HAVE TO REMEMBER FOR
|
||
EACH COMMAND IS THE MNEMONIC. FOR EXAMPLE, IF YOU WANT TO MOVE
|
||
STRAIGHT UP FOR ONE QUADRANT, YOU CAN TYPE IN THE MNEMONIC
|
||
MOVE
|
||
AND THE COMPUTER WILL PROMPT YOU WITH
|
||
COURSE;
|
||
NOW YOU TYPE IN 12 (OR 0) FOR THE COURSE, AND THE COMPUTER
|
||
RESPONDS WITH
|
||
DISTANCE;
|
||
SO YOU TYPE IN 1 (ONE QUADRANT).
|
||
|
||
WHEN YOU HAVE LEARNED THE COMMANDS, YOU CAN AVOID BEING
|
||
PROMPTED BY SIMPLY TYPING IN THE INFORMATION WITHOUT WAITING
|
||
TO BE ASKED FOR IT. FOR EXAMPLE, IN THE ABOVE EXAMPLE, YOU
|
||
COULD SIMPLY TYPE IN
|
||
MOVE 12 1
|
||
AND IT WILL BE DONE. OR YOU COULD TYPE IN
|
||
MOVE
|
||
AND WHEN THE COMPUTER RESPONDS WITH
|
||
COURSE;
|
||
YOU CAN TYPE IN
|
||
12 1
|
||
AND IT WILL UNDERSTAND THAT THE COURSE IS 12 AND THE DISTANCE
|
||
IS 1.
|
||
|
||
YOU CAN ABBREVIATE MOST MNEMONICS. FOR "MOVE", YOU CAN USE
|
||
ANY OF
|
||
MOVE MOV MO M
|
||
SUCCESSFULLY. FOR YOUR SAFETY, CERTAIN CRITICAL COMMANDS (SUCH
|
||
AS TO ABANDON SHIP) MUST BE WRITTEN OUT IN FULL. ALSO, IN A
|
||
FEW CASES TWO OR MORE COMMANDS BEGIN WITH THE SAME LETTER, AND
|
||
IN THIS CASE THAT LETTER REFERS TO A PARTICULAR ONE OF THE
|
||
COMMANDS! TO GET THE OTHER, YOUR ABBREVIATION MUST BE TWO OR
|
||
MORE LETTERS LONG. THIS SOUNDS COMPLICATED, BUT YOU WILL LEARN
|
||
THE ABBREVIATIONS QUICKLY ENOUGH.
|
||
|
||
WHAT THIS ALL BOILS DOWN TO IS;
|
||
(1) YOU CAN ABBREVIATE PRACTICALLY ANYTHING,
|
||
(2) IF YOU FORGET, THE COMPUTER WILL PROMPT YOU,
|
||
(3) IF YOU REMEMBER, YOU CAN TYPE IT ALL ON ONE LINE.
|
||
|
||
IF YOU ARE PART WAY THROUGH ENTERING A COMMAND AND YOU CHANGE
|
||
YOUR MIND, YOU CAN CANCEL THE COMMAND BY TYPING A -1 AS ONE OF THE
|
||
PARAMETERS.
|
||
|
||
IF ANYTHING IS NOT CLEAR TO YOU, EXPERIMENT. THE WORST YOU CAN
|
||
DO IS LOSE A GAME OR TWO.
|
||
|
||
|
||
----------DESCRIPTIONS OF COMMANDS----------
|
||
|
||
|
||
|
||
********************
|
||
* SHORT-RANGE SCAN *
|
||
********************
|
||
|
||
MNEMONIC; SRSCAN
|
||
SHORTEST ABBREVIATION; SR
|
||
FULL COMMANDS; SRSCAN STATUS
|
||
SRSCAN
|
||
|
||
THE SHORT-RANGE SCAN GIVES YOU A CONSIDERABLE AMOUNT OF
|
||
INFORMATION ABOUT THE QUADRANT YOUR STARSHIP IS IN. A SHORT-
|
||
RANGE SCAN IS BEST DESCRIBED BY AN EXAMPLE.
|
||
|
||
1 2 3 4 5 6 7 8 9 10
|
||
1 * . . . . . . . . . STARDATE 2516.3
|
||
2 . . . E . . . . . . CONDITION RED
|
||
3 . . . . . * . B . . POSITION 5 - 1, 2 - 4
|
||
4 . . . . . . . . . . LIFE SUPPORT DAMAGED, RESERVES=2.3
|
||
5 . . . . . . . K . . WARP FACTOR 5.0
|
||
6 . K . . . . . . * . ENERGY 2176.25
|
||
7 . . . . . . . . . . TORPEDOES 3
|
||
8 . . . . * . . . . . SHIELDS UP; @ 42 %
|
||
9 . * . . * . . . C . KLINGONS LEFT 12
|
||
10 . . . . . . . . . . TIME LEFT 9.26
|
||
|
||
THE LEFT PART IS A PICTURE OF THE QUADRANT. THE E AT SECTOR
|
||
2 - 4 REPRESENTS THE ENTERPRISE! THE B AT SECTOR 3 - 8 IS A STARBASE.
|
||
THERE ARE ORDINARY KLINGONS (K) AT SECTORS 5 - 8 AND 6 - 2, AND A
|
||
KLINGON COMMANDER (C) AT SECTOR 9 - 9. THERE ARE ALSO A LARGE
|
||
NUMBER OF STARS (*). THE PERIODS (.) ARE JUST EMPTY SPACE--THEY
|
||
ARE PRINTED TO HELP YOU GET YOUR BEARINGS.
|
||
|
||
THE INFORMATION ON THE RIGHT IS ASSORTED STATUS INFORMATION.
|
||
THE STATUS INFORMATION WILL BE PRESENT ONLY IF YOU TYPE <STATUS> AFTER
|
||
THE WORD <SRSCAN>. YOU MAY ALSO ASK FOR STATUS INFORMATION ONLY,
|
||
BY MEANS OF THE <STATUS> COMMAND.
|
||
|
||
SHORT-RANGE SCANS ARE FREE. THAT IS, THEY USE UP NO ENERGY
|
||
AND NO TIME. IF YOU ARE IN BATTLE, DOING A SHORT-RANGE SCAN DOES
|
||
NOT GIVE THE KLINGONS ANOTHER CHANCE TO HIT YOU. YOU CAN SAFELY
|
||
DO A SHORT-RANGE SCAN ANYTIME YOU LIKE.
|
||
|
||
|
||
*****************
|
||
* STATUS REPORT *
|
||
*****************
|
||
|
||
MNEMONIC; STATUS
|
||
SHORTEST ABBREVIATION; ST
|
||
|
||
THIS COMMAND GIVES YOU INFORMATION ABOUT THE CURRENT STATE OF
|
||
YOUR STARSHIP, AS FOLLOWS;
|
||
|
||
STARDATE - THE CURRENT DATE. A STARDATE IS THE SAME AS A DAY.
|
||
|
||
CONDITION - THERE ARE FOUR POSSIBLE CONDITIONS;
|
||
DOCKED - DOCKED AT STARBASE.
|
||
RED - IN BATTLE.
|
||
YELLOW - LOW ON ENERGY ( < 1000 UNITS).
|
||
GREEN - NONE OF THE ABOVE.
|
||
|
||
POSITION - QUADRANT IS GIVEN FIRST, THEN SECTOR.
|
||
|
||
LIFE SUPPORT - IF "ACTIVE", LIFE SUPPORT SYSTEMS ARE
|
||
FUNCTIONING NORMALLY. IF ON "RESERVES", THE NUMBER
|
||
IS HOW MANY STARDATES YOUR RESERVE FOOD, AIR, ETC. WILL
|
||
LAST--YOU MUST GET REPAIRS MADE OR GET TO STARBASE
|
||
BEFORE YOUR RESERVES RUN OUT.
|
||
|
||
WARP FACTOR - WHAT YOUR WARP FACTOR IS CURRENTLY SET TO.
|
||
|
||
ENERGY - THE AMOUNT OF ENERGY YOU HAVE LEFT. IF IT DROPS TO
|
||
ZERO, YOU DIE.
|
||
|
||
TORPEDOES - HOW MANY PHOTON TORPEDOES YOU HAVE LEFT.
|
||
|
||
SHIELDS - WHETHER YOUR SHIELDS ARE UP OR DOWN, AND HOW STRONG
|
||
THEY ARE (WHAT PERCENT OF A HIT THEY CAN ABSORB).
|
||
|
||
KLINGONS LEFT - HOW MANY OF THE ENEMY ARE STILL OUT THERE.
|
||
|
||
TIME LEFT - HOW LONG THE FEDERATION CAN HOLD OUT AGAINST THE
|
||
PRESENT NUMBER OF KLINGONS, THAT IS, HOW LONG UNTIL THE
|
||
END IF YOU DO NOTHING IN THE MEANTIME. IF YOU KILL KLINGONS
|
||
QUICKLY, THIS NUMBER WILL GO UP--IF NOT, IT WILL GO DOWN.
|
||
IF IT REACHES ZERO, THE FEDERATION IS CONQUERED, AND YOU
|
||
LOSE.
|
||
|
||
STATUS INFORMATION IS FREE--IT USES NO TIME OR ENERGY, AND IF
|
||
YOU ARE IN BATTLE, THE KLINGONS ARE NOT GIVEN ANOTHER CHANCE TO HIT
|
||
YOU.
|
||
|
||
STATUS INFORMATION CAN ALSO BE OBTAINED BY DOING A SHORT-RANGE
|
||
SCAN. SEE THE <SRSCAN> COMMAND FOR DETAILS.
|
||
|
||
|
||
|
||
*******************
|
||
* LONG-RANGE SCAN *
|
||
*******************
|
||
|
||
MNEMONIC; LRSCAN
|
||
SHORTEST ABBREVIATION; L
|
||
|
||
A LONG-RANGE SCAN GIVES YOU GENERAL INFORMATION ABOUT WHERE YOU
|
||
ARE AND WHAT IS AROUND YOU. HERE IS AN EXAMPLE OUTPUT.
|
||
|
||
L. R. SCAN FOR QUADRANT 5 - 1
|
||
-1 107 103
|
||
-1 316 5
|
||
-1 105 ***
|
||
|
||
THIS SCAN SAYS THAT YOU ARE IN ROW 5, COLUMN 1 OF THE 8 BY 8
|
||
GALAXY. THE NUMBERS IN THE SCAN INDICATE HOW MANY OF EACH
|
||
KIND OF THING THERE IS IN YOUR QUADRANT AND ALL ADJACENT
|
||
QUADRANTS. THE DIGITS ARE INTERPRETED AS FOLLOWS.
|
||
|
||
HUNDREDS DIGIT; NUMBER OF KLINGONS PRESENT
|
||
TENS DIGIT; NUMBER OF STARBASES PRESENT
|
||
ONES DIGIT; NUMBER OF STARS PRESENT
|
||
*** INDICATES A SUPERNOVA (ONLY)
|
||
|
||
FOR EXAMPLE, IN YOUR QUADRANT (5 - 1) THE NUMBER IS 316, WHICH
|
||
INDICATES 3 KLINGONS, 1 STARBASE AND 6 STARS. (THE LONG-RANGE
|
||
SCANNER DOES NOT DISTINGUISH BETWEEN ORDINARY KLINGONS AND
|
||
KLINGON COMMAND SHIPS.) IF THERE IS A SUPERNOVA, AS IN THE
|
||
QUADRANT BELOW AND TO YOUR RIGHT (QUADRANT 6 - 2), THERE IS
|
||
NOTHING ELSE IN THE QUADRANT.
|
||
|
||
SINCE YOU ARE IN COLUMN 1, THERE ARE NO QUADRANTS TO YOUR
|
||
LEFT. THE MINUS ONES INDICATE THE NEGATIVE ENERGY BARRIER AT
|
||
THE EDGE OF THE GALAXY, WHICH YOU ARE NOT PERMITTED TO TRY TO
|
||
CROSS.
|
||
|
||
LONG-RANGE SCANS ARE FREE. THEY USE UP NO ENERGY OR TIME,
|
||
AND CAN BE DONE SAFELY REGARDLESS OF BATTLE CONDITIONS.
|
||
|
||
|
||
|
||
**************
|
||
* STAR CHART *
|
||
**************
|
||
|
||
MNEMONIC; CHART
|
||
SHORTEST ABBREVIATION; CH
|
||
|
||
AS YOU PROCEED IN THE GAME, YOU LEARN MORE AND MORE ABOUT
|
||
WHAT THINGS ARE WHERE IN THE GALAXY. THIS INFORMATION IS
|
||
AUTOMATICALLY RECORDED FOR YOU (BY SPOCK) IN YOUR STAR CHART.
|
||
|
||
THE CHART LOOKS LIKE AN 8 BY 8 ARRAY OF NUMBERS. THESE
|
||
NUMBERS ARE INTERPRETED EXACTLY AS THEY ARE ON A LONG-RANGE
|
||
SCAN. A PERIOD (.) IN PLACE OF A DIGIT MEANS YOU DO NOT KNOW
|
||
THAT INFORMATION YET. FOR EXAMPLE, ... MEANS YOU KNOW NOTHING
|
||
ABOUT THE QUADRANT, WHILE .1. MEANS YOU KNOW THAT IT CONTAINS
|
||
A BASE, BUT AN UNKNOWN NUMBER OF KLINGONS AND STARS.
|
||
|
||
LOOKING AT THE STAR CHART IS A FREE OPERATION. IT COSTS
|
||
YOU NEITHER TIME NOR ENERGY, AND CAN BE DONE SAFELY WHETHER
|
||
IN OR OUT OF BATTLE.
|
||
|
||
|
||
|
||
*****************
|
||
* DAMAGE REPORT *
|
||
*****************
|
||
|
||
MNEMONIC; DAMAGES
|
||
SHORTEST ABBREVIATION; DA
|
||
|
||
AT ANY TIME YOU MAY ASK FOR A DAMAGE REPORT TO FIND OUT WHAT
|
||
DEVICES ARE DAMAGED AND HOW LONG IT WILL TAKE TO REPAIR THEM.
|
||
NATURALLY, REPAIRS PROCEED FASTER AT A STARBASE.
|
||
|
||
IF YOU SUFFER DAMAGES WHILE MOVING, IT IS POSSIBLE THAT A
|
||
SUBSEQUENT DAMAGE REPORT WILL NOT SHOW ANY DAMAGE. THIS HAPPENS
|
||
IF THE TIME SPENT ON THE MOVE EXCEEDS THE REPAIR TIME, SINCE IN
|
||
THIS CASE THE DAMAGED DEVICES WERE FIXED EN ROUTE.
|
||
|
||
DAMAGE REPORTS ARE FREE. THEY USE NO ENERGY OR TIME, AND CAN
|
||
BE DONE SAFELY EVEN IN THE MIDST OF BATTLE.
|
||
|
||
|
||
*************************
|
||
* MOVE UNDER WARP DRIVE *
|
||
*************************
|
||
|
||
MNEMONIC; MOVE
|
||
SHORTEST ABBREVIATION; M
|
||
FULL COMMAND; MOVE <COURSE> <DISTANCE>
|
||
|
||
THIS COMMAND IS THE USUAL WAY TO MOVE FROM ONE PLACE TO
|
||
ANOTHER WITHIN THE GALAXY. YOU MOVE UNDER WARP DRIVE, ACCORDING
|
||
TO THE CURRENT WARP FACTOR (SEE "WARP FACTOR"). THE <COURSE> IN
|
||
WHICH YOU MOVE MUST BE GIVEN AS A NUMBER FROM 0 TO 12, INCLUSIVE,
|
||
AS ON A CLOCK FACE. THE <DISTANCE> YOU MOVE IS MEASURED IN
|
||
QUADRANTS! A MOVE OF ONE SECTOR IS A DISTANCE OF 0.1 QUADRANTS.
|
||
|
||
IT USES TIME AND ENERGY TO MOVE. HOW MUCH TIME AND HOW MUCH
|
||
ENERGY DEPENDS ON YOUR CURRENT WARP FACTOR, THE DISTANCE YOU MOVE,
|
||
AND WHETHER YOUR SHIELDS ARE UP. THE HIGHER THE WARP FACTOR, THE
|
||
FASTER YOU MOVE, BUT HIGHER WARP FACTORS REQUIRE MORE ENERGY.
|
||
YOU MAY MOVE WITH YOUR SHIELDS UP, BUT THIS DOUBLES THE ENERGY
|
||
REQUIRED.
|
||
|
||
EACH TIME YOU MOVE IN A QUADRANT CONTAINING KLINGONS, THEY
|
||
HAVE A CHANCE TO ATTACK YOU. IN THIS CASE, THE "ENERGY LEFT"
|
||
MESSAGE YOU GET REFERS TO YOUR ENERGY AFTER THE ATTACK BUT BEFORE
|
||
THE MOVE. AS YOU MOVE, THE AMOUNT THAT THE KLINGONS HIT YOU WITH
|
||
IS DEPENDENT ON YOUR AVERAGE DISTANCE FROM THEM. THIS IS ALSO
|
||
TRUE IF YOUR MOVE TAKES YOU OUT OF THE QUADRANT, WHEN THE KLINGONS
|
||
HAVE ONE LAST CHANCE TO HIT YOU.
|
||
|
||
|
||
|
||
***************
|
||
* WARP FACTOR *
|
||
***************
|
||
|
||
MNEMONIC; WARP
|
||
SHORTEST ABBREVIATION; W
|
||
FULL COMMAND; WARP <NUMBER>
|
||
|
||
YOUR WARP FACTOR CONTROLS THE SPEED OF YOUR STARSHIP. THE
|
||
LARGER THE WARP FACTOR, THE FASTER YOU GO AND THE MORE ENERGY
|
||
YOU USE.
|
||
|
||
YOUR MINIMUM WARP FACTOR IS 1.0 AND YOUR MAXIMUM WARP FACTOR
|
||
IS 10.0 (WHICH IS 100 TIMES AS FAST AND USES 1000 TIMES AS MUCH
|
||
ENERGY). AT SPEEDS ABOVE WARP 6 THERE IS SOME DANGER OF CAUSING
|
||
DAMAGE TO YOUR WARP ENGINES! THIS DAMAGE IS LARGER AT HIGHER
|
||
WARP FACTORS AND ALSO DEPENDS ON HOW FAR YOU GO AT THAT WARP
|
||
FACTOR.
|
||
|
||
AT EXACTLY WARP 10 THERE IS SOME PROBABILITY OF ENTERING A
|
||
SO-CALLED "TIME WARP" AND BEING THROWN FORWARD OR BACKWARD IN
|
||
TIME. THE FARTHER YOU GO AT WARP 10, THE GREATER IS THE PROBABILITY
|
||
OF ENTERING THE TIME WARP.
|
||
|
||
|
||
*******************
|
||
* IMPULSE ENGINES *
|
||
*******************
|
||
|
||
MNEMONIC; IMPULSE
|
||
SHORTEST ABBREVIATION; I
|
||
FULL COMMAND; IMPULSE <COURSE> <DISTANCE>
|
||
|
||
THE IMPULSE ENGINES GIVE YOU A WAY TO MOVE WHEN YOUR WARP
|
||
ENGINES ARE DAMAGED. THEY MOVE YOU AT A SPEED OF 0.95 SECTORS
|
||
PER STARDATE, WHICH IS THE EQUIVALENT OF A WARP FACTOR OF ABOUT
|
||
0.975, SO THEY ARE MUCH TOO SLOW TO USE EXCEPT IN EMERGENCIES.
|
||
|
||
<COURSE> AND <DISTANCE> ARE INDICATED JUST AS IN THE "MOVE"
|
||
COMMAND.
|
||
|
||
THE IMPULSE ENGINES REQUIRE 20 UNITS OF ENERGY TO ENGAGE,
|
||
PLUS 10 UNITS PER SECTOR (100 UNITS PER QUADRANT) TRAVELLED.
|
||
IT DOES NOT COST EXTRA TO MOVE WITH THE SHIELDS UP.
|
||
|
||
|
||
|
||
*********************
|
||
* DEFLECTOR SHIELDS *
|
||
*********************
|
||
|
||
MNEMONIC; SHIELDS
|
||
SHORTEST ABBREVIATION; SH
|
||
FULL COMMANDS; SHIELDS UP
|
||
SHIELDS DOWN
|
||
|
||
YOUR DEFLECTOR SHIELDS ARE A DEFENSIVE DEVICE TO PROTECT YOU
|
||
FROM KLINGON ATTACKS (AND NEARBY NOVAS). AS THE SHIELDS PROTECT
|
||
YOU, THEY GRADUALLY WEAKEN. A SHIELD STRENGTH OF 75 PERCENT, FOR
|
||
EXAMPLE, MEANS THAT THE NEXT TIME A KLINGON HITS YOU, YOUR SHIELDS
|
||
WILL ABSORB 75 PERCENT OF THE HIT, AND LET 25 PERCENT GET THROUGH
|
||
TO HURT YOU.
|
||
|
||
YOU MAY NOT FIRE PHASERS WHILE YOUR SHIELDS ARE UP. YOU MAY
|
||
FIRE PHOTON TORPEDOES, BUT THEY MAY BE DEFLECTED CONSIDERABLY FROM
|
||
THEIR INTENDED COURSE AS THE PASS THROUGH THE SHIELDS (DEPENDING
|
||
ON SHIELD STRENGTH).
|
||
|
||
EACH TIME YOU RAISE OR LOWER YOUR SHIELDS, THE KLINGONS HAVE
|
||
ANOTHER CHANCE TO ATTACK. SINCE SHIELDS DO NOT RAISE AND LOWER
|
||
INSTANTANEOUSLY, THE HITS YOU RECEIVE WILL BE INTERMEDIATE BETWEEN
|
||
WHAT THEY WOULD BE IF THE SHIELDS WERE COMPLETELY UP OR COMPLETELY
|
||
DOWN.
|
||
|
||
IT COSTS 50 UNITS OF ENERGY TO RAISE SHIELDS, NOTHING TO LOWER
|
||
THEM. YOU MAY MOVE WITH YOUR SHIELDS UP! THIS COSTS NOTHING EXTRA
|
||
UNDER IMPULSE POWER, BUT DOUBLES THE ENERGY REQUIRED FOR WARP
|
||
DRIVE.
|
||
|
||
|
||
***********
|
||
* PHASERS *
|
||
***********
|
||
|
||
MNEMONIC; PHASERS
|
||
SHORTEST ABBREVIATION; PHA
|
||
FULL COMMANDS; PHASERS AUTOMATIC <AMOUNT TO FIRE>
|
||
PHASERS <AMOUNT TO FIRE>
|
||
PHASERS MANUAL <AMOUNT 1> <AMOUNT 2> ... <AMOUNT N>
|
||
|
||
PHASERS ARE ENERGY WEAPONS. AS YOU FIRE PHASERS AT KLINGONS,
|
||
YOU SPECIFY AN <AMOUNT TO FIRE> WHICH IS DRAWN FROM YOUR ENERGY
|
||
RESERVES. IT TAKES ABOUT 200 UNITS TOTAL HIT (PLUS OR MINUS A
|
||
RANDOM AMOUNT) TO KILL AN ORDINARY KLINGON, OR ABOUT 600 UNITS
|
||
TOTAL HIT (PLUS OR MINUS A RANDOM AMOUNT) TO KILL A KLINGON
|
||
COMMANDER. HITS ON KLINGONS ARE CUMULATIVE.
|
||
|
||
IN GENERAL, NOT ALL THAT YOU FIRE WILL REACH THE KLINGONS.
|
||
THE FARTHER AWAY THEY ARE, THE LESS PHASER ENERGY WILL REACH THEM.
|
||
IF A KLINGON IS ADJACENT TO YOU, HE WILL RECEIVE ABOUT 90 PERCENT
|
||
OF THE PHASER ENERGY DIRECTED AT HIM! A KLINGON 5 SECTORS AWAY
|
||
WILL RECEIVE ABOUT 60 PERCENT, AND A KLINGON 10 SECTORS AWAY WILL
|
||
RECEIVE ABOUT 35 PERCENT. THERE IS SOME RANDOMNESS INVOLVED, SO
|
||
THESE FIGURES ARE NOT EXACT. PHASERS HAVE NO EFFECT BEYOND THE
|
||
BOUNDARIES OF THE QUADRANT YOU ARE IN.
|
||
|
||
IF PHASER FIRING IS AUTOMATIC, THE COMPUTER DECIDES HOW TO
|
||
DIVIDE UP YOUR <AMOUNT TO FIRE> AMONG THE KLINGONS PRESENT. IF
|
||
PHASER FIRING IS MANUAL, YOU SPECIFY HOW MUCH ENERGY TO FIRE AT
|
||
EACH KLINGON PRESENT (NEAREST FIRST), RATHER THAN JUST SPECIFYING
|
||
A TOTAL AMOUNT. YOU CAN ABBREVIATE "MANUAL" AND "AUTOMATIC" TO
|
||
ONE OR MORE LETTERS! IF YOU MENTION NEITHER, AUTOMATIC FIRING IS
|
||
USUALLY ASSUMED.
|
||
|
||
A SAFETY INTERLOCK PREVENTS PHASERS FROM BEING FIRED WHILE
|
||
SHIELDS ARE UP. IF THIS WERE NOT SO, THE SHIELDS WOULD CONTAIN
|
||
YOUR FIRE AND YOU WOULD FRY YOURSELF.
|
||
|
||
PHASERS HAVE NO EFFECT ON STARBASES (WHICH ARE SHIELDED) OR
|
||
ON STARS.
|
||
|
||
|
||
********************
|
||
* PHOTON TORPEDOES *
|
||
********************
|
||
|
||
MNEMONIC; PHOTONS
|
||
SHORTEST ABBREVIATION; PHO
|
||
FULL COMMANDS; PHOTONS <COURSE> <BURST ANGLE>
|
||
PHOTONS <COURSE> YES <BURST ANGLE>
|
||
PHOTONS <COURSE> NO
|
||
|
||
PHOTON TORPEDOES ARE PROJECTILE WEAPONS--YOU EITHER HIT WHAT
|
||
YOU AIM AT, OR YOU DON"T. THERE ARE NO "PARTIAL HITS".
|
||
|
||
ONE PHOTON TORPEDO WILL USUALLY KILL ONE ORDINARY KLINGON,
|
||
BUT IT USUALLY TAKES ABOUT TWO FOR A KLINGON COMMANDER. PHOTON
|
||
TORPEDOES CAN ALSO BLOW UP STARS AND STARBASES, IF YOU AREN"T
|
||
CAREFUL.
|
||
|
||
YOU MAY FIRE PHOTON TORPEDOES IN A BURST OF THREE. IN THIS
|
||
CASE THE <COURSE> YOU SPECIFY REFERS TO THE MIDDLE TORPEDO OF
|
||
THE BURST, AND THE <BURST ANGLE> IS THE AMOUNT WHICH SHOULD BE
|
||
ADDED TO AND SUBTRACTED FROM THE <COURSE> TO GET THE COURSES OF
|
||
THE OTHER TWO TORPEDOES. BURST ANGLES MAY BE FROM 0.05 TO 0.5 .
|
||
THE OPTIONAL WORD "YES" EXPLICITLY INDICATES YOU WANT A BURST!
|
||
THE WORD "NO" INDICATES YOU JUST WANT A SINGLE TORPEDO INSTEAD
|
||
OF A BURST.
|
||
|
||
PHOTON TORPEDOES CANNOT BE AIMED PRECISELY--THERE IS ALWAYS
|
||
SOME RANDOMNESS INVOLVED IN THE DIRECTION THEY GO. PHOTON
|
||
TORPEDOES MAY BE FIRED WITH YOUR SHIELDS UP, BUT AS THEY PASS
|
||
THROUGH THE SHIELDS THEY ARE RANDOMLY DEFLECTED FROM THEIR
|
||
INTENDED COURSE EVEN MORE.
|
||
|
||
WHILE THE STRENGTH OF PHOTON TORPEDOS DOES NOT DIMINISH WITH
|
||
DISTANCE, THEY ARE ONLY EFFECTIVE WITHIN THE QUADRANT! THEY HAVE
|
||
NO EFFECT ON THINGS IN ADJACENT QUADRANTS.
|
||
|
||
|
||
|
||
********************
|
||
* DOCK AT STARBASE *
|
||
********************
|
||
|
||
MNEMONIC; DOCK
|
||
SHORTEST ABBREVIATION; DO
|
||
|
||
YOU MAY DOCK YOUR STARSHIP WHENEVER YOU ARE IN ONE OF THE
|
||
EIGHT SECTOR POSITIONS IMMEDIATELY ADJACENT TO A STARBASE. WHEN
|
||
YOU DOCK, YOUR STARSHIP IS RESUPPLIED WITH ENERGY, PHOTON
|
||
TORPEDOES, AND LIFE SUPPORT RESERVES. REPAIRS ALSO PROCEED
|
||
FASTER AT STARBASE, SO IF SOME OF YOUR DEVICES ARE DAMAGED,
|
||
YOU MAY WISH TO STAY AT BASE (BY USING THE "REST" COMMAND)
|
||
UNTIL THEY ARE FIXED.
|
||
|
||
STARBASES HAVE THEIR OWN DEFLECTOR SHIELDS, SO YOU ARE
|
||
COMPLETELY SAFE FROM ATTACK WHILE DOCKED. YOU ARE ALSO SAFE
|
||
FROM LONG-RANGE TRACTOR BEAMS.
|
||
|
||
|
||
************
|
||
* COMPUTER *
|
||
************
|
||
|
||
MNEMONIC; COMPUTER
|
||
SHORTEST ABBREVIATION; CO
|
||
FULL COMMAND; COMPUTER <SUB-SYSTEM NAME> <PARAMETERS>...
|
||
|
||
THE COMPUTER HAS FOUR DIFFERENT SUB-SYSTEMS; NAVIGATION,
|
||
WARP, TIME, AND ENERGY. EACH SUB-SYSTEM USES DIFFERENT PARAMETER SETS
|
||
THAN THE OTHERS.
|
||
|
||
TO FIND THE <COURSE> (AS IN "MOVE","IMPULSE", AND "PHOTON") AND
|
||
DISTANCE, USE SUB-SYSTEM "NAVIGATION" ("N" IS GOOD) WITH PARAMETERS;
|
||
<SECTOR-X>(DOWN) <SECTOR-Y>(OVER) AND (OPTIONALY) <QUADRANT-X>(DOWN)
|
||
<QUADRANT-Y>(OVER). IF <QUADRANT-X> AND <QUADRANT-Y> ARE LEFT OFF,
|
||
CURRENT QUADRANT IS ASSUMED. NOTE; THE REASON SECTOR COMES FIRST (AS
|
||
APPOSED TO THE STATUS AND LONG-RANGE SENSORS OUTPUT OF "QUADRANT -
|
||
SECTOR") IS TO MAKE IT EASIER FOR COURSE CALCULATIONS ON PHOTON
|
||
TORPEDOES.
|
||
|
||
TO FIND REQUIRED <WARP-FACTOR> FOR A SPECIFIC EXPENDITURE OF
|
||
DISTANCE AND STARDATES, USE SUB-SYSTEM "WARP", WITH PARAMETERS
|
||
<DISTANCE> AND <STARDATES>.
|
||
|
||
TO FIND <STARDATES> USE "TIME", WITH PARAMETERS <DISTANCE> AND
|
||
<WARP-FACTOR>.
|
||
|
||
TO FIND <ENERGY-UNITS> REQUIRED TO MOVE SOMEWHERE, USE <ENERGY>,
|
||
WITH PARAMETERS <DISTANCE> <WARP-FACTOR> WITH SHIELDS <UP>/<DOWN>.
|
||
|
||
IF YOU TYPE JUST "COMPUTER" WITH NO SUB-SYSTEM, IT WILL
|
||
RESPOND WITH "%-WORKING- ". THEN YOU MAY TYPE IN THE SUB-SYSTEM YOU
|
||
WISH TO USE (WITH THE PROPER PARAMETERS, ELSE IT WILL ASK FOR THEM).
|
||
AFTER YOU FINISH WITH THAT SUB-SYSTEM IT WILL AGAIN RETURN WITH
|
||
"%-WORKING- ", TO WHICH YOU MAY TYPE ANOTHER SUB-SYSTEM OR JUST
|
||
A CARRIAGE-RETURN TO RETURN TO "COMMAND-".
|
||
|
||
THE COMPUTER CAN BECOME DAMAGED IN BATTLE, JUST LIKE ANY OTHER
|
||
DEVICE, SO DON'T BECOME DEPENDENT ON ITS USE OR YOU MAY BE RENDERED
|
||
HELPLESS WITHOUT IT.
|
||
|
||
|
||
|
||
********
|
||
* REST *
|
||
********
|
||
|
||
MNEMONIC; REST
|
||
SHORTEST ABBREVIATION; R
|
||
FULL COMMAND; REST <NUMBER OF STARDATES>
|
||
|
||
THIS COMMAND SIMPLY ALLOWS THE SPECIFIED NUMBER OF STARDATES
|
||
TO GO BY. THIS IS USEFUL IF YOU HAVE SUFFERED DAMAGES AND WISH
|
||
TO WAIT UNTIL REPAIRS ARE MADE BEFORE YOU GO BACK INTO BATTLE.
|
||
|
||
IT IS NOT GENERALLY ADVISABLE TO REST WHILE YOU ARE UNDER
|
||
ATTACK BY KLINGONS.
|
||
|
||
|
||
|
||
**************************
|
||
* CALL STARBASE FOR HELP *
|
||
**************************
|
||
|
||
MNEMONIC; HELP
|
||
SHORTEST ABBREVIATION; H
|
||
|
||
WHEN YOU GET INTO SERIOUS TROUBLE, YOU MAY CALL STARBASE FOR
|
||
HELP. STARBASES HAVE A DEVICE CALLED A "LONG-RANGE TRANSPORTER
|
||
BEAM" WHICH THEY CAN USE TO TELEPORT YOU TO BASE. THIS WORKS BY
|
||
DEMATERIALIZING YOUR STARSHIP AT ITS CURRENT POSITION AND (HOPEFULLY)
|
||
RE-MATERIALIZING IT ADJACENT TO THE NEAREST STARBASE. TELEPORTATION
|
||
IS INSTANTANEOUS, AND STARBASE SUPPLIES THE REQUIRED ENERGY--ALL YOU
|
||
HAVE TO DO IS LET THEM KNOW (VIA SUBSPACE RADIO) THAT YOU NEED HELP.
|
||
|
||
THIS COMMAND SHOULD BE EMPLOYED ONLY WHEN ABSOLUTELY NECESSARY.
|
||
IN THE FIRST PLACE, CALLING FOR HELP IS AN ADMISSION ON YOUR PART
|
||
THAT YOU GOT YOURSELF INTO SOMETHING YOU CANNOT GET YOURSELF OUT
|
||
OF, AND YOU ARE HEAVILY PENALIZED FOR THIS IN THE FINAL SCORING.
|
||
SECONDLY, THE LONG-RANGE TRANSPORTER BEAM IS NOT RELIABLE--STARBASE
|
||
CAN ALWAYS MANAGE TO DEMATERIALIZE YOUR STARSHIP, BUT (DEPENDING
|
||
ON DISTANCE) MAY OR MAY NOT BE ABLE TO RE-MATERIALIZE YOU AGAIN.
|
||
THE LONG-RANGE TRANSPORTER BEAM HAS NO ABSOLUTE MAXIMUM RANGE!
|
||
IF YOU ARE IN THE SAME QUADRANT AS A STARBASE, YOU HAVE A GOOD
|
||
CHANCE (ABOUT 90 PERCENT) OF RE-MATERIALIZING SUCCESSFULLY.
|
||
YOUR CHANCES DROP TO ROUGHLY 50-50 AT JUST OVER 3 QUADRANTS.
|
||
|
||
|
||
|
||
****************
|
||
* ABANDON SHIP *
|
||
****************
|
||
|
||
MNEMONIC; ABANDON
|
||
SHORTEST ABBREVIATION; A
|
||
|
||
YOU MAY ABANDON THE ENTERPRISE IF NECESSARY. IF THERE IS
|
||
STILL A STARBASE IN THE GALAXY, YOU WILL BE SENT THERE AND PUT
|
||
IN CHARGE OF A WEAKER SHIP, THE FAERIE QUEENE.
|
||
|
||
THE FAERIE QUEENE CANNOT BE ABANDONED.
|
||
|
||
|
||
*****************
|
||
* SELF-DESTRUCT *
|
||
*****************
|
||
|
||
MNEMONIC; DESTRUCT
|
||
SHORTEST ABBREVIATION; DE
|
||
|
||
YOU MAY SELF-DESTRUCT, THUS KILLING YOURSELF AND ENDING THE
|
||
GAME. IF THERE ARE NEARBY KLINGONS, YOU MAY TAKE A FEW OF THEM
|
||
WITH YOU (THE MORE ENERGY YOU HAVE LEFT, THE BIGGER THE BANG).
|
||
|
||
IN ORDER TO SELF-DESTRUCT YOU MUST REMEMBER THE PASSWORD YOU
|
||
TYPED IN AT THE BEGINNING OF THE GAME.
|
||
|
||
|
||
|
||
******************************
|
||
* TERMINATE THE CURRENT GAME *
|
||
******************************
|
||
|
||
MNEMONIC; TERMINATE
|
||
SHORTEST ABBREVIATION; T
|
||
|
||
IMMEDIATELY CANCEL THE CURRENT GAME. NO CONCLUSION IS REACHED
|
||
AND NO SCORE IS COMPUTED. YOU WILL BE GIVEN AN OPPORTUNITY TO
|
||
START A NEW GAME OR TO LEAVE THE STAR TREK PROGRAM.
|
||
|
||
|
||
|
||
**********
|
||
* FREEZE *
|
||
**********
|
||
|
||
MNEMONIC; FREEZE
|
||
SHORTEST ABBREVIATION; F
|
||
THEN; <FILE NAME>
|
||
|
||
THE PURPOSE OF THE <FREEZE> COMMAND IS TO ALLOW A PLAYER
|
||
TO SAVE THE CURRENT STATE OF THE GAME, SO THAT IT CAN BE FINISHED
|
||
LATER. A LOCAL FILE WITH THE SPECIFIED <FILE NAME> IS CREATED
|
||
(IF NECESSARY) AND REWOUND, AND ALL PERTINANT INFORMATION ABOUT
|
||
THE GAME IS WRITTEN TO THAT FILE. THE GAME MAY THEN CONTINUE AS
|
||
USUAL, OR BE TERMINATED, AT THE USER"S OPTION.
|
||
|
||
USERS WITH PERMANENT FILES MAY, OF COURSE, SAVE THE CREATED
|
||
LOCAL FILE FOR LATER USE.
|
||
|
||
TO RESTART A GAME CREATED BY THE "FREEZE" COMMAND, THE USER
|
||
NEED ONLY TYPE "FROZEN" IN RESPONSE TO THE INITIAL QUESTION
|
||
ABOUT THE TYPE OF GAME DESIRED, FOLLOWED BY THE <FILE NAME>.
|
||
|
||
NOTE; A "TOURNAMENT" GAME IS LIKE A FROZEN GAME, WITH THE
|
||
FOLLOWING DIFFERENCES. (1) TOURNAMENT GAMES ALWAYS START FROM
|
||
THE BEGINNING, WHILE A FROZEN GAME CAN START AT ANY POINT.
|
||
(2) TOURNAMENT GAMES REQUIRE ONLY THAT THE PLAYER REMEMBER THE
|
||
NAME OR NUMBER OF THE TOURNAMENT, WHILE THE INFORMATION ABOUT A
|
||
FROZEN GAME MUST BE KEPT ON A FILE.
|
||
|
||
|
||
----------SCORING----------
|
||
|
||
|
||
SCORING IS FAIRLY SIMPLE. YOU GET POINTS FOR GOOD THINGS, AND
|
||
YOU LOSE POINTS FOR BAD THINGS.
|
||
|
||
YOU GAIN--
|
||
|
||
(1) 10 POINTS FOR EACH ORDINARY KLINGON YOU KILL,
|
||
(2) 50 POINTS FOR EACH COMMANDER YOU KILL.
|
||
(3) 500 TIMES YOUR AVERAGE KLINGON/STARDATE KILL RATE. IF YOU
|
||
LOSE THE GAME, YOUR KILL RATE IS BASED ON A MINIMUM OF
|
||
5 STARDATES.
|
||
(4) YOU GET A BONUS IF YOU WIN THE GAME, BASED ON YOUR RATING;
|
||
NOVICE=100, FAIR=200, GOOD=300, EXPERT=400.
|
||
|
||
YOU LOSE--
|
||
|
||
(5) 200 POINTS IF YOU GET YOURSELF KILLED,
|
||
(6) 100 POINTS FOR EACH STARBASE YOU DESTROY,
|
||
(7) 100 POINTS FOR EACH STARSHIP YOU LOSE,
|
||
(8) 100 POINTS FOR EACH TIME YOU HAD TO CALL FOR HELP,
|
||
(9) 5 POINTS FOR EACH STAR YOU DESTROYED, AND
|
||
(10) 1 POINT FOR EACH CASUALTY YOU INCURRED.
|
||
|
||
IN ADDITION TO YOUR SCORE, YOU MAY ALSO BE PROMOTED ONE GRADE
|
||
IN RANK IF YOU PLAY WELL ENOUGH. PROMOTION IS BASED PRIMARILY ON
|
||
YOUR KLINGON/STARDATE KILL RATE, SINCE THIS IS THE BEST INDICATOR
|
||
OF WHETHER YOU ARE READY TO GO ON TO THE NEXT HIGHER RATING.
|
||
HOWEVER, IF YOU HAVE LOST 100 OR MORE POINTS IN PENALTIES, YOU
|
||
WILL NOT RECEIVE A PROMOTION.
|
||
|
||
YOU CAN BE PROMOTED FROM ANY LEVEL. THERE IS A SPECIAL PROMOTION
|
||
AVAILABLE IF YOU GO BEYOND THE "EXPERT" RANGE.
|
||
|
||
YOU SHOULD PROBABLY START OUT AT THE NOVICE LEVEL, EVEN IF YOU
|
||
ARE ALREADY FAMILIAR WITH ONE OF THE OTHER VERSIONS OF THE STAR TREK
|
||
GAME--BUT, OF COURSE, THE LEVEL OF GAME YOU PLAY IS UP TO YOU. IF
|
||
YOU WANT TO START AT THE EXPERT LEVEL, GO AHEAD. IT"S YOUR FUNERAL.
|
||
|
||
|
||
----------MODIFICATIONS----------
|
||
|
||
|
||
THE STAR TREK GAME IS SUPPORTED BY THE AUTHORS. FROM TIME TO
|
||
TIME, CORRECTIONS, MODIFICATIONS AND IMPROVEMENTS WILL BE MADE IN
|
||
THE GAME. THE DOCUMENTATION FOR THE GAME (WHICH YOU ARE READING
|
||
NOW) IS KEPT UP TO DATE, AND THE LATEST VERSION OF THE DOCUMENTATION
|
||
IS AVAILABLE BY TYPING THE MONITOR COMMAND "PRINT STARTREK.MAN[31,31]"
|
||
THEN GOING TO THE OUTPUT ROOM IN PRAY-HAROLD (RM. 119).
|
||
|
||
|
||
CORRECTIONS AND MINOR MODIFICATIONS (THOSE WHICH HAVE LITTLE EFFECT
|
||
ON THE GAME) WILL NOT IN GENERAL BE REPORTED.
|
||
|
||
CAVEAT; SINCE THE GAME IS CONTINUALLY BEING IMPROVED, IT IS
|
||
POSSIBLE THAT NEW REVISIONS WILL ALTER THE NATURE OF TOURNAMENT
|
||
GAMES OR WILL RENDER PREVIOUSLY FROZEN GAMES UNPLAYABLE. THE
|
||
AUTHORS WILL ATTEMPT TO AVOID SUCH OCCURRANCES WHEREVER POSSIBLE
|
||
AND TO MINIMIZE THE EFFECTS WHEN THEY DO OCCUR, BUT CANNOT MAKE
|
||
ANY GUARANTEES.
|
||
|
||
|
||
----------HANDY REFERENCE PAGE----------
|
||
|
||
|
||
|
||
ABBREV FULL COMMAND DEVICE USED
|
||
------ ------------ -----------
|
||
ABANDON ABANDON SHUTTLE CRAFT
|
||
CH CHART (NONE)
|
||
CO COMPUTER COMPUTER
|
||
DA DAMAGES (NONE)
|
||
DE DESTRUCT COMPUTER
|
||
DO DOCK (NONE)
|
||
F FREEZE (NONE)
|
||
H HELP SUBSPACE RADIO
|
||
I IMPULSE <COURSE> <DISTANCE> IMPULSE ENGINES
|
||
L LRSCAN LONG-RANGE SENSORS
|
||
M MOVE <COURSE> <DISTANCE> WARP ENGINES
|
||
PHA PHASERS <TOTAL AMOUNT> PHASERS AND COMPUTER
|
||
PHASERS AUTOMATIC <TOTAL AMOUNT> PHASERS AND COMPUTER
|
||
PHASERS MANUAL <AMT1> <AMT2> ... PHASERS
|
||
PHO PHOTONS <COURSE> <BURST ANGLE> TORPEDO TUBES
|
||
PHOTONS <COURSE> YES <BURST ANGLE> TORPEDO TUBES
|
||
PHOTONS <COURSE> NO TORPEDO TUBES
|
||
R REST <NUMBER OF STARDATES> (NONE)
|
||
SH SHIELDS <UP OR DOWN> DEFLECTOR SHIELDS
|
||
SR SRSCAN <STATUS> SHORT-RANGE SENSORS
|
||
ST STATUS (NONE)
|
||
T TERMINATE (NONE)
|
||
W WARP <NEW WARP FACTOR> (NONE)
|
||
|
||
|
||
L. R. SCAN; *** SUPERNOVA
|
||
HUNDREDS DIGIT; KLINGONS
|
||
TENS DIGIT; STARBASES
|
||
ONES DIGIT; STARS
|
||
PERIOD (.); DIGIT NOT KNOWN (STAR CHART ONLY)
|
||
|
||
COURSES ARE GIVEN AS ON A CLOCK FACE, WITH 12 OR 0 AT THE TOP.
|
||
DISTANCES ARE GIVEN IN QUADRANTS. A DISTANCE OF ONE SECTOR IS
|
||
EXACTLY 0.1 QUADRANT.
|
||
ORDINARY KLINGONS HAVE ABOUT 400 UNITS OF ENERGY, COMMANDERS ABOUT
|
||
1200. PHASER FIRE DIMINISHES TO ABOUT 60 PERCENT AT 5 SECTORS.
|
||
WARP 6 IS THE FASTEST SAFE SPEED. AT HIGHER SPEEDS, ENGINE DAMAGE
|
||
MAY OCCUR. AT WARP 10 YOU MAY ENTER A TIME WARP.
|
||
SHIELDS COST 50 UNITS OF ENERGY TO RAISE, AND DOUBLE THE POWER
|
||
REQUIREMENTS OF MOVING UNDER WARP DRIVE.
|
||
WARP DRIVE REQUIRES (DISTANCE)*(WARP FACTOR CUBED) UNITS OF ENERGY
|
||
TO TRAVEL AT A SPEED OF (WARP FACTOR SQUARED)/10 QUADRANTS PER
|
||
STARDATE.
|
||
IMPULSE ENGINES REQUIRE 20 UNITS TO WARM UP, PLUS 100 UNITS PER
|
||
QUADRANT. SPEED IS JUST UNDER ONE SECTOR PER STARDATE.
|
||
|
||
|
||
----------ACKNOWLEDGMENTS----------
|
||
|
||
|
||
THE AUTHORS WOULD LIKE TO THANK PROFESSOR MICHAEL DUGGAN FOR
|
||
HIS ENCOURAGEMENT AND ADMINISTRATIVE ASSISTANCE WITH THE DEVELOPMENT
|
||
OF THE STAR TREK GAME, WITHOUT WHICH IT MIGHT NEVER HAVE BEEN
|
||
COMPLETED.
|
||
|
||
MUCH CREDIT IS DUE TO PATRICK MCGEHEARTY AND RICH COHEN, WHO
|
||
ASSISTED WITH THE ORIGINAL DESIGN OF THE GAME AND CONTRIBUTED
|
||
GREATLY TO ITS CONCEPTUAL DEVELOPMENT.
|
||
|
||
THANKS ARE ALSO DUE TO CARL STRANGE, HARDY TICHENOR AND STEVEN
|
||
BRUELL FOR THEIR ASSISTANCE WITH CERTAIN CODING PROBLEMS.
|
||
|
||
THIS GAME WAS INSPIRED BY AND RATHER LOOSELY BASED ON AN EARLIER
|
||
GAME, PROGRAMMED IN THE BASIC LANGUAGE, BY JIM KORP AND GRADY HICKS.
|
||
IT IS THE AUTHORS" UNDERSTANDING THAT THE BASIC GAME WAS IN TURN
|
||
DERIVED FROM A STILL EARLIER VERSION IN USE AT PENN STATE UNIVERSITY.
|
||
|
||
|
||
|
||
|
||
----------REFERENCES----------
|
||
|
||
|
||
1. STAR TREK (THE ORIGINAL TELEVISION SERIES), PRODUCED AND
|
||
DIRECTED BY GENE RODENBERRY.
|
||
|
||
2. STAR TREK (THE ANIMATED TELEVISION SERIES), PRODUCED BY GENE
|
||
RODENBERRY AND DIRECTED BY HAL SUTHERLAND. ALSO EXCELLENT,
|
||
AND NOT JUST KIDDIE FARE. IF YOU ENJOYED THE ORIGINAL SERIES
|
||
YOU SHOULD ENJOY THIS ONE (UNLESS YOU HAVE SOME SORT OF A
|
||
HANGUP ABOUT WATCHING CARTOONS).
|
||
|
||
3. THE MAKING OF STAR TREK, BY STEVEN E. WHITFIELD AND GENE
|
||
RODENBERRY. THE BEST AND MOST COMPLETE READILY AVAILABLE
|
||
BOOK ABOUT STAR TREK. (BALLANTINE BOOKS)
|
||
|
||
4. THE WORLD OF STAR TREK, BY DAVID GERROLD. SIMILIAR IN SCOPE
|
||
TO THE ABOVE BOOK. (BANTAM)
|
||
|
||
5. THE STAR TREK GUIDE, THIRD REVISION 4/17/67, BY GENE
|
||
RODENBERRY. THE ORIGINAL WRITER"S GUIDE FOR THE TELEVISION
|
||
SERIES, BUT LESS COMPREHENSIVE THAN (3) ABOVE.
|
||
(NORWAY PRODUCTIONS)
|
||
|
||
6. THE TROUBLE WITH TRIBBLES, BY DAVID GERROLD. INCLUDES THE
|
||
COMPLETE SCRIPT OF THIS POPULAR SHOW. (BALLANTINE BOOKS)
|
||
|
||
7. STAR TREK, STAR TREK 2, ..., STAR TREK 9, BY JAMES BLISH.
|
||
THE ORIGINAL SHOWS IN SHORT STORY FORM. (BANTAM)
|
||
|
||
8. SPOCK MUST DIE, BY JAMES BLISH. AN ORIGINAL NOVEL, BUT
|
||
RATHER SIMILAR TO THE SHOW "THE ENEMY WITHIN". (BANTAM)
|
||
|
||
|
||
NOTE; IF ANY PROBLEMS ARISE WITH STARTREK, PLEASE TAKE THEM TO
|
||
BOB DUNCAN OR BILL MCHARGUE IN RM. 121 PRAY HAROLD.
|