X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;ds=sidebyside;f=sst.doc;h=0bb93609df217ff482a6d70ee6c5f5e0c471d896;hb=4eae8f0df388d0f9605efc237c3d398e052685ba;hp=1201d31bc58a74a78a950f5ad9b1dddf31cf744b;hpb=62ecc7f7980b836681dc37f6ac0e03f976916050;p=super-star-trek.git
diff --git a/sst.doc b/sst.doc
index 1201d31..0bb9360 100644
--- a/sst.doc
+++ b/sst.doc
@@ -581,7 +581,7 @@ you move, but higher warp factors require more energy. You may move
with your shields up, but this doubles the energy required.
You can move within a quadrant without being attacked if you just
-entered the quadrant or have bee attacked since your last move
+entered the quadrant or have been attacked since your last move
command. This enables you to move and hit them before they
retaliate.
@@ -1407,6 +1407,8 @@ Impulse engines require 20 units to warm up, plus 100 units per
quadrant. Speed is just under one sector per stardate.
********MODIFICATIONS******** 25
+Tom Almy's story:
+
Back in (about) 1977 I got a copy of this Super Star Trek game for
the CDC 6600 mainframe computer. Someone had converted it to PDP-11
Fortran but couldn't get it to run because of its size. I modified
@@ -1466,10 +1468,60 @@ Modifications I made:
the algorithm.
The DECUS version had a Deep Space Probe. Looked like a good idea
- so I implimented it based on its description.
+ so I implemented it based on its description.
+
+
+ 26
+
+Eric Raymond's story:
+
+I played the FORTRAN version of this game in the mid-1970s on
+a DEC minicomputer. In the late 1980s Dave Matuszek and I became
+friends; I was vaguely aware that he had had something to do with the
+original Star Trek game. In October 2004, sitting in Dave's living
+room, we got to talking about the game and I realized it would make a
+great exhibit for the Retrocomputing Museum .
+
+A few quick web searches later we found Tom Almy's page. We
+downloaded his code and Dave verified that that it was a direct
+descendent of UT Super Star Trek -- even though it had been translated
+to C, he was able to recognize names and techniques from the FORTRAN
+version.
+
+Thus, this game is a cousin of Eric Allman's BSD Trek game, which is
+also derived from UT Super Star Trek. However, this one has had a lot
+more stuff folded into it over the years -- deep space probes,
+dilithium mining, the Tholian Web, and so forth.
+
+One signature trait of this group of variants is that the sectors are
+10x10 rather than the 8x8 in Mike Mayfield's 1972 original and its
+BASIC descendants) Also, you set courses and firing directions with
+rectangular rather than polar coordinates. It also preserves the
+original numbered quadrants rather than the astronomically-named
+quadrants introduced into many BASIC versions.
+
+This game is now an open-source project; see the project site at
+
+
+Here are some good pages on the history of Star Trek games:
- ----------ACKNOWLEDGMENTS---------- 26
+http://www.dunnington.u-net.com/public/startrek/
+http://www3.sympatico.ca/maury/games/space/star_trek.html
+http://www.cactus.org/%7Enystrom/startrek.html
+
+Modifications I made:
+
+* I cleaned up a lot of grubby FORTRANisms in the code internals.
+
+* I fixed a surprising number of typos in the code and documentation.
+
+* I changed the freeze logic to emit an identifiable magic number and
+ the thaw logic to check for it.
+
+ ----------ACKNOWLEDGMENTS---------- 27
+
+These are the original acknowledgments by Dave Matuszek and Paul Reynolds:
The authors would like to thank Professor Michael Duggan for his
encouragement and administrative assistance with the development of
@@ -1487,10 +1539,7 @@ 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----------
+ ----------REFERENCES---------- 28
1. "Star Trek" (the original television series), produced and