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-
-
-
-
-Super Star Trek
-
-
-
-
- David
- Matuzsek
-
-
- Paul
- Reynolds
-
-
- Tom
- Almy
-
-
- Eric
- Steven
- Raymond
-
-
-
-
-
- SSSSS U U PPPPP EEEEE RRRRR
- S U U P P E R R
- SSSSS U U PPPPP EEEE RRRRR
- S U U P E R R
- SSSSS UUUUU P EEEEE R R
-
-
- 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
-
- With Modifications By
- Don Smith
-
- Resurrected By
- Tom Almy
-
-
-
-
-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
-The Organian Peace Treaty has collapsed, and the Federation is at war
-with the Klingon Empire. Joining the Klingons against the Federation
-are the members of the Romulan Star Empire.
As commander of the
-Starship U.S.S. Enterprise, your job 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 enemies 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.
-
-Enemies recharge during your absence. If you leave a quadrant
-containing a weakened enemy, when you return to that quadrant he will
-be strong again. Also, each time you enter a quadrant, the positions
-of everthing 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
-(except for black holes and the Super-commander, which move around
-the galaxy). If you kill something, it stays dead.
-
-The Romulans are not as serious a threat to the Federation as the
-Klingons. For one thing, there are not as many of them. For
-another, the Romulans are not as treacherous. However, Romulans are
-not to be trifled with, especially when you are in violation of the
-Romulan Neutral Zone.
-
-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
-into their quadrant, to do battle with them. There is also a special
-commander, called the Super-commander.
This character
-is so bad he is reserved for the Good, Expert, and Emeritus games.
-Fortunately, there is just one Super-commander in a game. In addition
-to the undesirable traits of Commanders, he can move from quadrant to
-quadrant at will, seeking out and destroying your starbases and any
-helpful planets he runs across. He also has a spy planted aboard your
-ship, giving him valuable information about your condition. Using
-this information, he can do dastardly things like tractor beam your
-ship when you are in bad shape. And once you've been tractor beamed
-by the Super-commander —
-
-But the advantages are not all on the side of the enemy. Your ship
-is more powerful, and has better weapons. Besides, in the this
-galaxy there are from two to five starbases, at which you can stop to
-refuel and lick your wounds, safe from phaser 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. Since Klingons are the main threat to the
-Federation, the Romulans do not figure into the time left.
In
-fact, you need not kill all the Romulans to win. 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. In comparison, other things happen so quickly that we
-assume the take no time at all. Two ways that time can pass are when
-you move, 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 than can in flight.
-
-In addition to Klingons, Romulans, and starbases, the galaxy
-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
-dammage 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 andmakes 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).
-
-Also a few planets are scattered through the galaxy. These can
-sometimes be a great help since some of them will have dilithium
-crystals,
which are capable of replenishing the ship's energy
-supply. You can either beam down to the planet surface using the
-transporter, or take the shuttle craft Galileo
.
-
-Finally, each quadrant will contain from zero to three black
-holes. These can deflect or swallow torpedoes passing near them. They
-also swallow enemy ships knocked into them. If your ship enters one
-—
-
-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 everthing
-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 scaners,
-short-range scanners, and a star chart. You can move about, under
-warp drive or 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
-one quadrant, you can type in the mnemonic (case insensitive)
-
-
- move
-
-
-and the computer will prompt you with
-
-
- Manual or automatic-
-
-
-Say you type in manual
. The computer then responds
-
-
- X and Y displacements-
-
-
-Now you type in 0 1
which specifies an X movement of zero and a Y
-movement of one.
-
-When you have learned the commands, you can avoid being prompted
-simply by typing in the information without waiting to be asked for
-it. For example, in the above example, you could simply type in
-
-
- move manual 0 1
-
-
-and it will be done. Or you could type in
-
-
- move manual
-
-
-and when the computer responds with the displacement prompt, you
-can type in
-
-
- 0 1
-
-
-and it will understand.
-
-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 characters long. This sounds
-complicated, but you will learn the abbreviations quickly enough.
-
-What this all boils down to is:
-
-
-You can abbreviate practically anything
-If you forget, the computer will proompt you
-If you remember, you can type it all on one line
-
-
-If you are part way through entering a command and you change your
-minde, you can cancel the command by typing -1 as one of the
-parameters, with the exception of the manual move command.
-
-If anything is not clear to you, experiment. The worst you can do is
-lose a game or two.
-
-
-List of Commands
-
-Short-Range Scan
-
-
-Mnemonic: SRSCAN
-Shortest abbreviation: S
-Full commands: SRSCAN
- SRSCAN NO
- SRSCAN CHART
-
-
-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 * . . . . R . . . . Stardate 2516.3
- 2 . . . E . . . . . . Condition RED
- 3 . . . . . * . B . . Position 5 - 1, 2 - 4
- 4 . . . S . . . . . . Life Support DAMAGED, Reserves=2.30
- 5 . . . . . . . K . . Warp Factor 5.0
- 6 . K . . . . . * . Energy 2176.24
- 7 . . . . . P . . . . Torpedoes 3
- 8 . . . . * . . . . . Shields UP, 42% 1050.0 units
- 9 . * . . * . . . C . Klingons Left 12
- 10 . . . . . . . . . . Time Left 3.72
-
-
-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 9 - 9. The (GULP)
-Super-commander
(S) is occupies sector 4 - 4, and a
-Romulan (R) is at 1 - 6. A planet (P) is at sector 7 - 6. There are
-also a large number of stars (*). The periods (.) are just empty
-space—they are printed to help you get your bearings. Sector 6
-- 4 contains a black hole ( ).
-
-The information on the right is assorted status information. You
-can get this alone with the STATUS command. The status information
-will be absent if you type N
after SRSCAN. Otherwise
-status information will be presented.
-
-If you type C
after SRSCAN, you will be given a
-short-range scan and a Star Chart.
-
-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 enemies another chance to hit you. You can safely do a
-short-range scan anytime you like.
-
-If your short-range sensors are damaged, this command will only show
-the contents of adjacent sectors.
-
-
-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 SUPPOR
-
-If ACTIVE
then 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, how strong they are
-(what percentage of a hit they can deflect), and shield energy.
-
-
-
-KLINGONS LEFT
-
-How many of the Klingons 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.
-
-Each item of information can be obtained singly by requesting it.
-See REQUEST 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.
-
-
- Long-range scan for Quadrant 5 - 1
- -1 107 103
- -1 316 5
- -1 105 1000
-
-
-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.
-
-
-
-
-
- Thousands digit:
- 1000 indicates a supernova (only)
-
-
- Hundreds digit:
- number of Klingons present
-
-
- Tens digit:
- number of starbases present
-
-
- Ones digit:
- number of stars present
-
-
-
-
-
-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.
-
-Romulans possess a cloaking device
which prevents
-their detection by long-range scan. Because of this fact, Starfleet
-Command is never sure how many Romulans are out there
.
-When you kill the last Klingon, the remaining Romulans surrender to
-the Federation.
-
-Planets are also undetectable by long-range scan. The only way to
-detect a planet is to find it in your current quadrant with the
-short-range sensors.
-
-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 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: C
-
-
-As you proceed in the game, you learn more and more about what things
-are where in the galaxy. When ever you first do a scan in a quadrant,
-telemetry sensors are ejected which will report any changes in the
-quadrant(s) back to your ship, providing the sub-space radio is
-working. Spock will enter this information in the chart. If the radio
-is not working, Spock can only enter new information discovered from
-scans, and information in other quadrants may be obsolete.
-
-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.
-menas you know it contains a base, but an unknown number of Klingons
-and stars.
-
-Looking at the star chart is a free operation. It costs 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.
-
- 9
-Move Under Warp Drive
-
-
-Mnemonic: MOVE
-Shortest abbreviation: M
-Full command: MOVE MANUAL <displacement>
- MOVE AUTOMATIC <estination*gt;
-
-
-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
).
-
-There are two command modes for movement: MANUAL and AUTOMATIC.
-The manual mode requires the following format:
-
-
- MOVE MANUAL <deltax> <deltay>
-
-
-<deltax> and <deltay> are the horizontal and vertical
-displacements for your starship, in quadrants; a displacement of one
-sector is 0.1 quadrants. Specifying <deltax> and <deltay>
-causes your ship to move in a straight line to the specified
-destination. If <deltay> is omitted, it is assumed zero. For
-example, the shortest possible command to move one sector to the right
-would be
-
-
- M M .1
-
-
-The following examples of manual movement refer to the short-range
-scan shown earlier.
-
-
- Destination Sector Manual Movement command
- 3 - 1 M M -.3 -.1
- 2 - 1 M M -.3
- 1 - 2 M M -.2 .1
- 1 - 4 M M 0 .1
- (leaving quadrant) M M 0 .2
-
-
-The automatic mode is as follows:
-
-
- MOVE AUTOMATIC <qrow> <qcol> <srow> <scol>
-
-
-<para>where <qrow> and <qcol> are the row and column
-numbers of the destination quadrant, and <srow> and <scol>
-are the row and column numbers of thedestination sector in that
-quadrant. This command also moves your ship in a straight line path
-to the destination. For moving within a quadrant, <qrow> and
-<qcol> may be omitted. For example, to move to sector 2 - 9 in
-the current quadrant, the shortest command would be
-
-
- M A 2 9
-
-
-To move to quadrant 3 - 7, sector 5 - 8, type
-
-
- M A 3 7 5 8
-
-
-and it will be done. In automatic mode, either two or four numbers
-must be supplied.
-
-Automatic mode utilizes the ship's battle computer.
If the
-computer is damaged, manual movement must be used.
-
-If warp engines are damaged less than 10 stardates (undocked) you can
-still go warp 4.
-
-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.
-
-You can move within a quadrant without being attacked if you just
-entered the quadrant or have been attacked since your last move
-command. This enables you to move and hit them before they
-retaliate.
-
-
-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 foward 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 MANUAL <displacement>
- IMPULSE AUTOMATIC <destination>
-
-
-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.
-
-Movement commands 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) traveled. It does not cost
-extra to move with the shields up.
-
-
-Deflector Shields
-
-
-Mnemonic: SHIELDS
-Shortest abbreviation: SH
-Full commands: SHIELDS UP
- SHIELDS DOWN
- SHIELDS TRANSFER <amount of energy to transfer>
-
-
-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%, for example, means that
-the next time a Klingon hits you, your shields will deflect 75% of
-the hit, and let 25% get through to hurt you.
-
-It costs 50 units of energy to raise shields, nothing to lower them.
-You may move with your shields up; this costs nothing under impulse
-power, but doubles the energy required for warp drive.
-
-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.
-
-You may not fire phasers through your shields. However you may use
-the high-speed shield control
to lower shields, fire phasers, and
-raise the shields again before the Klingons can react. Since rapid
-lowering and raising of the shields requires more energy than normal
-speed operation, it costs you 200 units of energy to activate this
-control. It is automatically activated when you fire phasers while
-shields are up. You may fire photon torpedoes, but they may be
-deflected considerably from their intended course as they pass
-through the shields (depending on shield strength).
-
-You may transfer energy beteen the ship's energy (given as
-Energy
in the status) and the shields. Thee word
-TRANSFER
may be abbreviated T
. The
-ammount of energy to transfer is the number of units of energy you
-wish to take from the ship's energy and put into the shields. If you
-specify an negative number, energy is drained from the shields to the
-ship. Transfering energy constitutes a turn. If you transfer energy
-to the shields while you are under attack, they will be at the new
-energy level when you are next hit.
-
-Enemy torpedoes hitting your ship explode on your shields (if they
-are up) and have essentially the same effect as phaser hits.
-
-
-Phasers
-
-
-Mnemonic: PHASERS
-Shortest abbreviation: P
-Full commands: PHASERS AUTOMATIC <AMOUNT TO FIRE> <NO>
- PHASERS <AMOUNT TO FIRE> <NO>
- PHASERS MANUAL <NO> <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. The amount of total hit required to kill an enemy is
-partly random. but also depends on skill level.
-
-The average hit required to kill an ordinary Klingon varies from 200
-units in the Novice game to 250 units in the Emeritus game.
-Commanders normally require from 600 (Novice) to 700 (Emeritus). The
-Super-commander requres from 875 (Good) to 1000 (Emeritus). Romulans
-require an average of 350 (Novice) to 450 (Emeritus).
-
-Hits on enemies are cumulative, as long as you don't leave the
-quadrant.
-
-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% of the phaser
-energy directed at him; a Klingon 5 sectors away will receive about
-60% and a Klingon 10 sectors away will receive about 35%. There is
-some randomness involved, so these figures are not exact. Phasers
-have no effect beyond the boundaries of the quadrant you are in.
-
-Phasers may overheat (and be damaged) if you fire too large a burst
-at once. Firing up to 1500 units is safe. From 1500 on up the
-probability of overheat increases with the amount fired.
-
-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 abreviate MANUAL
and
-AUTOMATIC
to one or more letters; if you mention
-neither, automatic fire is usually assumed.
-
-Battle computer information is available by firing phasers manually,
-and allowing the computer to prompt you. If you enter zero for the
-amount to fire at each enemy, you will get a complete report, without
-cost. The battle computer will tell you how much phaser energy to
-fire at each enemy for a sure kill. This information appears in
-parentheses prior to the prompt for each enemy. Since the amount is
-computed from sensor data, if either the computer or the S.R. sensors
-are damaged, this information will be unavailable, and phasers must
-be fired manually.
-
-A safety interlock prevents phasers from being fired through
-the shields. If this were not so, the shields would contain your fire
-and you would fry yourself. However, you may utilize the
-high-speed shield control
to drop shields, fire
-phasers, and raise shields before the enemy can react. Since it takes
-more energy to work the shields rapidly with a shot, it costs you 200
-units of energy each time you activate this control. It is
-automatically activated when you fire phasers while the shields are
-up. By specifying the <no> option, shields are not raised after
-firing.
-
-Phasers have no effect on starbases (which are shielded) or on
-stars.
-
-
-Report
-
-
-Mnemonic: REPORT
-Shortest abbreviation: REP
-
-
-This command supplies you with information about the state of the
-current game. Its purpose is to remind you of things that you have
-learned during play, but may have forgotten, and cannot otherwise
-retrieve if you are not playing at a hard-copy terminal.
-
-You are told the following things:
-
-
-The length and skill level of the game you are playing
-The original number of Klingons
-How many Klingons you have destroyed
-Whether the Super-Commander has been destroyed
-How many bases have been destroyed
-How many bases are left
-What bases (if any) are under attack; your subspace radio
-must have been working since the attack to get this
-information.
-How many casualties you have suffered
-How many times you have called for help.
-
-
-This same information is automatically given to you when you start to
-play a frozen game.
-
-
-Computer
-
-
-Mnemonic: COMPUTER
-Shortest abbreviation: CO
-
-
-This command allows using the ship's computer (if functional) to
-calculate travel times and energy usage.
-
-
-Photon Torpedoes
-
-
-Mnemonic: PHOTONS
-Shortest abbreviation: PHO
-Full commands: PHOTONS <NUMBER> <TARG1> <TARG2> <TARG3>
-
-
-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 singly, or in bursts of two or three.
-Each torpedo is individually targetable. The computer will prompt
-you, asking for the target sector for each torpedo. Alternately, you
-may specify each target in the command line.
-
-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.
-
-Photon torpedoes are proximity-fused. The closer they explode to the
-enemy, the more damage they do. There is a hit window
about one
-sector wide. If the torpedo misses the hit window, it does not
-explode and the enemy is unaffected. Photon torpedoes are only
-effective within the quadrant. They have no effect on things in
-adjacent quadrants.
-
-If more than one torpedo is fired and only one target sector is
-specified, all torpedoes are fired at that sector. For example, to
-fire two torpedoes at sector 3 - 4, you type
-
-
- PHO 2 3 4 (or) PHO 2 3 4 3 4
-
-
-To fire torpedoes at, consecutively, sectors 2 - 6, 1 - 10, and 4 -
-7, type
-
-
- PHO 3 2 6 1 10 4 7
-
-
-There is no restriction to fire directly at a sector. For example,
-you can enter
-
-
- PHO 1 3 2.5
-
-
-to aim between two sectors. However, sector numbers must be 1 to 10
-inclusive.
-
-
-Dock at Starbase
-
-
-Mnemonic: DOCK
-Shortest abbreviation: D
-
-
-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, shield 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. If your ship has more than its normal maximum energy (which
-can happen if you've loaded crystals) the ship's energy is not
-changed.
-
-You may not dock while in standard orbit around a planet.
-
-Starbases have their own deflector shields, so you are completely
-safe from phaser attack while docked. You are also safe from
-long-range tractor beams.
-
-Starbases also have both short and long range sensors, which you can
-use if yours are broken. There's also a subspace radio to get
-information about happenings in the galaxy. Mr. Spock will update the
-star chart if your ask for it while docked and your own radio is dead.
-
-
-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: CALL
-(No abbreviation)
-
-
-[Originally, this command was called HELP
, but
-these days it might be misinterpreted as built-in
-documentation!]
-
-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
-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 to
-be rescued.
-
-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%) of
-re-materializing successfully. your chances drop to roughly 50-50 at
-just over 3 quadrants.
-
-
-Abandon Ship
-
-
-Mnemonic: ABANDON
-(no abbreviation)
-
-
-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
-(no abbreviation)
-
-
-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.
-
-
-Quit Game
-
-
-Mnemonic: QUIT
-(no abbreviation)
-
-
-Immediately cancel the current game; no conclusion is reached. You
-will be given an opportunity to start a new game or to leave the Star
-Trek program.
-
-
-Sensor-Scan
-
-
-Mnemonic: SENSORS
-Shortest abbreviation: SE
-
-
-Utilizing the short-range sensors, science officer Spock gives you a
-readout on any planet in your quadrant. Planets come in three
-classes: M, N, and O. Only class M planets have earth-like
-conditions. Spock informs you if the planet has any dilithium
-crystals. Sensor scans are free.
-
-
-Enter Standard Orbit
-
-
-Mnemonic: ORBIT
-Shortest abbreviation: O
-
-
-To land on a planet you must first be in standard orbit. You achieve
-this in a manner similar to docking at starbase. Moving to one of
-the eight sector positions immediately adjacent to the planet, you
-give the orbit command which puts your ship into standard orbit about
-the planet. Since this is a maneuver, a small amount of time is
-used; negligible energy is required. If enemies are present, they
-will attack.
-
-
-Transporter Travel
-
-
-Mnemonic: TRANSPORT
-Shortest abbreviation: T
-
-
-The transporter is a device which can convert any physical object
-into energy, beam the energy through space, and reconstruct the
-physical object at some destination. Transporting is one way to land
-on a planet. Since the transporter has a limited range, you must be
-in standard orbit to beam down to a planet. Shields must be down
-while transporting.
-
-The transport command is used to beam a landing party onto a planet
-to mine dilithium crystals
. Each time the command is given the
-landing party (which you lead) moves from the ship to the planet, or
-vice-versa.
-
-You are advised against needless transporting, since like all
-devices, the transporter will sometimes malfunction.
-
-The transporter consumes negligible time and energy. Its use does
-not constitute a turn
.
-
-
-Shuttle Craft
-
-
-Mnemonic: SHUTTLE
-Shortest abbreviation: SHU
-
-
-An alternate way to travel to and from planets. Because of limited
-range, you must be in standard orbit to use the shuttle craft, named
-"Galileo". Shields must be down.
-
-Unlike transporting, use of the shuttle craft does constitute a
-turn
since time is consumed. The time naturally
-depends on orbit altitude, and is equal to 3.0e-5 times altitude.
-Shuttling uses no ship energy.
-
-You should use the same travel device going from the planet to the
-ship as you use to go from the ship to the planet. However it is
-possible to transport to the planet and have the Galileo crew come
-and pick your landing party up, or to take the Galileo to the planet
-and then transport back, leaving the shuttle craft on the planet.
-
-
-Mine Dilithium Crystals
-
-
-Mnemonic: MINE
-Shortest abbreviation: MI
-
-
-Once you and your mining party are on the surface of a planet which
-has dilithium crystals, this command will dig them for you.
-
-Mining requires time and constitutes a turn
. No
-energy is used. Class M planets require 0.1 to 0.3 stardates to mine.
-Class N planets take twice as long, and class O planets take three
-times as long.
-
-Dilithium crystals contain enormous energy in a form that is readily
-released in the ship's power system. It is an excellent idea to mine
-them whenever possible, for use in emergencies. You keep the
-crystals until the game is over or you abandon ship when not at a
-starbase.
-
-
-Load Dilithium Crystals
-
-
-Mnemonic: CRYSTALS
-Shortest abbreviation: CR
-
-
-This is a very powerful command which should be used with caution.
-Once you have dilithium crystals aboard ship, this command will
-instruct engineering officer Scott and Mr. Spock to place a raw
-dilithium crystal into the power channel of the ship's
-matter-antimatter converter. When it works, this command will
-greatly boost the ship's energy.
-
-Because the crystals are raw and impure, instabilities can occur in
-the power channel. Usually Scotty can control these. When he
-cannot, the results are disastrous. Scotty will use those crystals
-that appear to be most stable first.
-
-Since using raw dilithium crystals for this purpose entails
-considerable risk, Starfleet Regulations allow its use only during
-"condition yellow". No time or energy is used.
-
-
-Planet Report
-
-
-Mnemonic: PLANETS
-Shortest abbreviation: PL
-
-
-Mr. Spock presents you a list of the available information on planets
-in the galaxy. Since planets do not show up on long-range scans, the
-only way to obtain this information is with the SENSORS
command.
-
-
-Freeze
-
-
-Mnemonic: FREEZE
-(no abbreviation)
-Full command: FREEZE <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
-plaque may not be generated from a frozen game. A file with the
-specified <file name> and type '.TRK' is created (if necessary) in
-the current directory, and all pertinent information about the game
-is written to that file. The game may be continued as usual or be
-terminated at the user's option.
-
-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. Tournament games can be frozen, but then they
-behave like regular frozen games.
-
-A point worth noting is that 'FREEZE' does not save the seed for the
-random number generator, so that identical actions after restarting
-the same frozen game can lead to different results. However,
-identical actions after starting a given tournament game always lead
-to the same results.
-
-
-Request
-
-
-Mnemonic: REQUEST
-Shortest abbreviation: REQ
-Full command: REQUEST <ITEM>
-
-
-This command allows you to get any single piece of information
-from the <STATUS> command. <ITEM> specifies which
-information as follows:
-
-
-
-
-
- Information
- Mnemonic for <item>
- Shortest Abbreviation
-
-
-
-STARDATE DATE D
-CONDITION CONDITION C
-POSITION POSITION P
-LIFE SUPPORTLSUPPORT L
-WARP FACTOR WARPFACTORW
-ENERGY ENERGY E
-TORPEDOES TORPEDOES T
-SHIELDS SHIELDS S
-KLINGONS LEFTKLINGONS K
-TIME LEFT TIME TI
-
-
-
-
-
-Experimental Death Ray
-
-
-Mnemonic: DEATHRAY
-(No abbreviation)
-
-
-This command should be used only in those desperate cases where
-you have absolutely no alternative. The death ray uses energy to
-rearrange matter. Unfortunately, its working principles are not yet
-thoroughly understood, and the results are highly
-unpredictable.
-
-The only good thing that can result is the destruction of all
-enemies in your current quadrant. This will happen about 70% of the
-time. Only enemies are destroyed; starbases, stars, and planets are
-unaffected.
-
-Constituting the remaining 30% are results varying from bad to
-fatal.
-
-The death ray requires no energy or time, but if you survive, enemies
-will hit you.
-
-The Faerie Queene has no death ray.
-
-If the death ray is damaged in its use, it must be totally replaced.
-This can only be done at starbase. Because it is a very complex
-device, it takes 9.99 stardates at base to replace the death ray.
-The death ray cannot be repaired in flight.
-
-
-Launch Deep Space Probe
-
-
-Mnemonic: PROBE
-Shortest abbreviation: PR
-Full command: PROBE <ARMED> MANUAL <displacement>
- PROBE <ARMED> AUTOMATIC <destination>
-
-
-The Enterprise carries a limited number of Long Range Probes. These
-fly to the end of the galaxy and report back a count of the number of
-important things found in each quadrant through which it went. The
-probe flies at warp 10, and therefore uses time during its flight.
-Results are reported immediately via subspace radio and are recorded
-in the star chart.
-
-The probe can also be armed with a NOVAMAX warhead. When launched
-with the warhead armed, the probe flies the same except as soon as it
-reaches the target location, it detonates the warhead in the heart of
-a star, causing a supernova and destroying everything in the
-quadrant. It then flies no further. There must be a star in the
-target quadrant for the NOVAMAX to function.
-
-The probe can fly around objects in a galaxy, but is destroyed if it
-enters a quadrant containing a supernova, or if it leaves the galaxy.
-
-The target location is specified in the same manner as the MOVE
-command, however for automatic movement, if only one pair of
-coordinates are specified they are assumed to be the quadrant and not
-the sector in the current quadrant!
-
-The Faerie Queene has no probes.
-
-
-Emergency Exit
-
-
-Mnemonic: EMEXIT
-Shortest abbreviation: E
-
-
-This command provides a quick way to exit from the game when you
-observe a Klingon battle cruiser approaching your terminal. Its
-effect is to freeze the game on the file 'EMSAVE.TRK' in your current
-directory, erase the screen, and exit.
-
-Of course, you do lose the chance to get a plaque when you use this
-maneuver.
-
-
-Ask for Help
-
-
-Mnemonic: HELP
-Full command: HELP <command>
-
-
-This command reads the appropriate section from the SST.DOC file,
-providing the file is in the current directory.
-
-
-
-Miscellaneous Notes
-
-Starbases can be attacked by either commanders or by the
-Super-Commander
. When this happens, you will be
-notified by subspace radio, provided it is working. The message will
-inform you how long the base under attack can last. Since the
-Super-Commander
is more powerful than an ordinary
-commander, he can destroy a base more quickly.
-
-The Super-Commander
travels around the galaxy at a speed of about
-warp 6 or 7. His movement is strictly time based; the more time
-passes, the further he can go.
-
-Scattered through the galaxy are certain zones of control,
-collectively designated the Romulan Neutral Zone
. Any
-quadrant which contains Romulans without Klingons is part of the
-Neutral Zone, except if a base is present. Since Romulans do not show
-on either the long-range scan or the star chart, it is easy for you to
-stumble into this zone. When you do, if your subspace radio is
-working, you will receive a warning message from the Romulan, politely
-asking you to leave.
-
-In general, Romulans are a galactic nuisance.
-
-The high-speed shield control is fairly reliable, but it has been
-known to malfunction.
-
-You can observe the galactic movements of the
-Super-Commander
on the star chart, provided he is in
-territory you have scanned and your subspace radio is working.
-
-Periodically, you will receive intelligence reports from
-starfleet command, indicating the current quadrant of the
-Super-Commander
. Your subspace radio must be working,
-of course.
-
-Each quadrant will contain from 0 to 3 black holes. Torpedoes
-entering a black hole disappear. In fact, anything entering a black
-hole disappears, permanently. If you can displace an enemy into one,
-he is a goner. Black holes do not necessarily remain in a quadrant.
-they are transient phenomena.
-
-Commanders will ram your ship, killing themselves and inflicting
-heavy damage to you, if they should happen to decide to advance into
-your sector.
-
-You can get a list of commands by typing
-COMMANDS
.
-
-
-Scoring
-
-Scoring is fairly simple. You get points for good things, and you
-lose points for bad things.
-
-You gain—
-
-
-10 points for each ordinary Klingon you kill,
-50 points for each commander you kill,
-200 points for killing the Super-Commander
,
-20 points for each Romulan killed,
-1 point for each Romulan captured.
-
-100 times your average Klingon/stardate kill rate. If you lose
-the game, your kill rate is based on a minimum of 5 stardates.
-
-
-You get a bonus if you win the game, based on your rating:
-Novice=100, Fair=200, Good=300, Expert=400, Emeritus=500.
-
-
-
-You lose—
-
-
-200 points if you get yourself killed,
-100 points for each starbase you destroy,
-100 points for each starship you lose,
-45 points for each time you had to call for help,
-10 points for each planet you destroyed,
-5 points for each star you destroyed, and
-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, the required kill
-rate goes up. Normally, the required kill rate is 0.1 * skill *
-(skill + 1.0) + 0.1, where skill ranges from 1 for Novice to 5 for
-Emeritus.
-
-You can be promoted from any level. There is a special
-promotion available if you go beyond the Expert
range.
-You can also have a certificate of merit printed with your name, date,
-and Klingon kill rate, provided you are promoted from either the
-Expert
or Emeritus
levels. This
-plaque
requires a 132 column printer. You may need
-print the certificate to a file, import it into your word processor,
-selecting Courier 8pt font, and then print in landscape
-orientation
.
-
-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.
-The emeritus game is strictly for masochists.
-
-
-Handy Reference Page
-
-
- ABBREV FULL COMMAND DEVICE USED
- ------ ------------ -----------
- ABANDON ABANDON shuttle craft
- C CHART (none)
- CALL CALL (for help) subspace radio
- CO COMPUTER computer
- CR CRYSTALS (none)
- DA DAMAGES (none)
- DEATHRAY DEATHRAY (none)
- DESTRUCT DESTRUCT computer
- D DOCK (none)
- E EMEXIT (none)
- FREEZE FREEZE <FILE NAME> (none)
- I IMPULSE <MANUAL> <DISPLACEMENT> impulse engines
- IMPULSE AUTOMATIC <DESTINATION> impulse engines and computer
- L LRSCAN long-range sensors
- MI MINE (none)
- M MOVE <MANUAL> <DISPLACEMENT> warp engines
- MOVE AUTOMATIC <DESTINATION> warp engines and computer
- O ORBIT warp or impulse engines
- P PHASERS <TOTAL AMOUNT> phasers and computer
- PHASERS AUTOMATIC <TOTAL AMOUNT> phasers, computer, sr sensors
- PHASERS MANUAL <AMT1> <AMT2> ... phasers
- PHO PHOTONS <NUMBER> <TARGETS> torpedo tubes
- PL PLANETS (none)
- PR PROBE <ARMED> <MANUAL> <DISPLACEMENT> probe launcher, radio
- PROBE <ARMED> AUTOMATIC <DESTINATION> launcher, radio, computer
- REP REPORT (none)
- REQ REQUEST (none)
- R REST <NUMBER OF STARDATES> (none)
- QUIT QUIT (none)
- S SRSCAN <NO or CHART> short-range sensors
- SE SENSORS short-range sensors
- SH SHIELDS <UP, DOWN, or TRANSFER> deflector shields
- SHU SHUTTLE shuttle craft
- ST STATUS (none)
- T TRANSPORT transporter
- W WARP <FACTOR> (none)
-
- L. R. Scan: thousands digit: supernova
- hundreds digit: Klingons
- tens digit: starbases
- ones digit: stars
- period (.): digit not known (star chart only)
-
-Courses are given in manual mode in X - Y displacements; in automatic
- mode as destination quadrant and/or sector. Manual mode is default.
-Distances are given in quadrants. A distance of one sector is 0.1 quadrant.
-Ordinary Klingons have about 400 units of energy, Commanders about
- 1200. Romulans normally have about 800 units of energy, and the
- (GULP) "Super-Commander" has about 1800.
-Phaser fire diminishes to about 60 percent at 5 sectors. Up to 1500
- units may be fired in a single burst without danger of overheat.
-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. Engaging the high-speed
- shield control requires 200 units of energy.
-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.
-
-
-
-Game History and Modifications
-
-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
-the program to use overlays and managed to shoehorn it in on the 56k
-byte machine.
-
-I liked the game so much I put some time into fixing bugs, mainly
-what could be called continuity errors and loopholes in the game's
-logic. We even played a couple tournaments.
-
-In 1979, I lost access to that PDP-11. I did save the source code
-listing. In 1995, missing that old friend, I started converting the
-program into portable ANSI C. It's been slow, tedious work that took
-over a year to accomplish.
-
-In early 1997, I got the bright idea to look for references to
-Super Star Trek
on the World Wide Web. There weren't
-many hits, but there was one that came up with 1979 Fortran sources!
-This version had a few additional features that mine didn't have,
-however mine had some feature it didn't have. So I merged its features
-that I liked. I also took a peek at the DECUS version (a port, less
-sources, to the PDP-10), and some other variations.
-
-Modifications I made:
-
-Compared to original version, I've changed the
-help
command to call
and the
-terminate
command to quit
to better
-match user expectations. The DECUS version apparently made those
-changes as well as changing freeze
to
-save
. However I like freeze
.
-
-I added EMEXIT from the 1979 version.
-
-That later version also mentions srscan and lrscan working when
-docked (using the starbase's scanners), so I made some changes here
-to do this (and indicating that fact to the player), and then
-realized the base would have a subspace radio as well — doing a
-Chart when docked updates the star chart, and all radio reports will
-be heard. The Dock command will also give a report if a base is under
-attack.
-
-It also had some added logic to spread the initial positioning of
-bases. That made sense to add because most people abort games with
-bad base placement.
-
-The experimental deathray originally had only a 5% chance of success,
-but could be used repeatedly. I guess after a couple years of use, it
-was less experimental
because the 1979 version had a 70% success
-rate. However it was prone to breaking after use. I upgraded the
-deathray, but kept the original set of failure modes (great humor!).
-
-I put in the Tholian Web code from the 1979 version.
-
-I added code so that Romulans and regular Klingons could move in
-advanced games. I re-enabled the code which allows enemy ships to
-ram the Enterprise; it had never worked right. The 1979 version
-seems to have it all fixed up, but I'm still not overly happy with
-the algorithm.
-
-The DECUS version had a Deep Space Probe. Looked like a good idea
-so I implemented it based on its description.
-
-
-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.
-
-Here are some good pages on the history of Star Trek games:
-
-
-
-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 converted the flat-text SST.DOC file to XML-Docbook so it could be webbed.
-(That's what you're reading now.)
-
-
-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.
-
-
-
-
-Authors' Acknowledgments
-
-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
-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
-
-
-Star Trek (the original television
-series), produced and directed by Gene Rodenberry.
-
-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).
-
-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)
-
-The World of Star Trek, by
-David Gerrold. Similiar in scope to the above book.
-(Bantam)
-
-The Star Trek Guide, third revision 4/17/67, by Gene
-Roddenberry. The original writer's guide for the television
-series, but less comprehensive than (3) above.
-(Norway Productions)
-
-The Trouble With Tribbles, by
-David Gerrold. Includes the complete script of this popular show.
-(Ballantine Books)
-
-Star Trek, Star Trek
-2, ..., Star Trek 9, by James
-Blish. The original shows in short story form.
-(Bantam)
-
-Spock Must Die, by James Blish.
-An original novel, but rather similar to the show The Enemy
-Within. (Bantam)
-
-Model kits of the Enterprise and a Klingon
-Battle-Cruiser
by AMT Corporation are available at most hobby
-shops.
-
-
-
-
-
+
+
+
+
+
+Super Star Trek
+
+
+
+ David
+ Matuzsek
+
+
+ Paul
+ Reynolds
+
+
+ Tom
+ Almy
+
+
+ Stas
+ Sergeev
+
+
+ Eric
+ Steven
+ Raymond
+
+
+
+
+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.
+
+
+
+
+
+
+ SSSSS U U PPPPP EEEEE RRRRR
+ S U U P P E R R
+ SSSSS U U PPPPP EEEE RRRRR
+ S U U P E R R
+ SSSSS UUUUU P EEEEE R R
+
+
+ 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
+
+ With Modifications By
+ Don Smith
+
+ Resurrected By
+ Tom Almy
+
+ Curses Interface By
+ Stas Sergeev
+
+ SST 2K polishing by
+ Eric S. Raymond
+
+
+
+Introduction
+The Organian Peace Treaty has collapsed, and the Federation is at war
+with the Klingon Empire. Joining the Klingons against the Federation
+are the members of the Romulan Star Empire.
As commander of the
+Starship U.S.S. Enterprise, your job 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 enemies 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.
+
+Enemies recharge during your absence. If you leave a quadrant
+containing a weakened enemy, when you return to that quadrant he will
+be strong again. Also, each time you enter a quadrant, the positions
+of everthing 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
+(except for black holes and the Super-commander, which move around
+the galaxy). If you kill something, it stays dead.
+
+The Romulans are not as serious a threat to the Federation as the
+Klingons. For one thing, there are not as many of them. For
+another, the Romulans are not as treacherous. However, Romulans are
+not to be trifled with, especially when you are in violation of the
+Romulan Neutral Zone.
+
+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
+into their quadrant, to do battle with them. There is also a special
+commander, called the Super-commander.
This character
+is so bad he is reserved for the Good, Expert, and Emeritus games.
+Fortunately, there is just one Super-commander in a game. In addition
+to the undesirable traits of Commanders, he can move from quadrant to
+quadrant at will, seeking out and destroying your starbases and any
+helpful planets he runs across. He also has a spy planted aboard your
+ship, giving him valuable information about your condition. Using
+this information, he can do dastardly things like tractor beam your
+ship when you are in bad shape. And once you've been tractor beamed
+by the Super-commander —
+
+But the advantages are not all on the side of the enemy. Your ship
+is more powerful, and has better weapons. Besides, in the this
+galaxy there are from two to five starbases, at which you can stop to
+refuel and lick your wounds, safe from phaser 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. Since Klingons are the main threat to the
+Federation, the Romulans do not figure into the time left.
In
+fact, you need not kill all the Romulans to win. 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. In comparison, other things happen so quickly that we
+assume the take no time at all. Two ways that time can pass are when
+you move, 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 than can in flight.
+
+In addition to Klingons, Romulans, and starbases, the galaxy
+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
+dammage 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 andmakes 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).
+
+Also a few planets are scattered through the galaxy. These can
+sometimes be a great help since some of them will have dilithium
+crystals,
which are capable of replenishing the ship's energy
+supply. You can either beam down to the planet surface using the
+transporter, or take the shuttle craft Galileo
.
+
+Finally, each quadrant will contain from zero to three black
+holes. These can deflect or swallow torpedoes passing near them. They
+also swallow enemy ships knocked into them. If your ship enters one
+—
+
+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 everthing
+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 scaners,
+short-range scanners, and a star chart. You can move about, under
+warp drive or 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
+one quadrant, you can type in the mnemonic (case insensitive)
+
+
+ move
+
+
+and the computer will prompt you with
+
+
+ Manual or automatic-
+
+
+Say you type in manual
. The computer then responds
+
+
+ X and Y displacements-
+
+
+Now you type in 0 1
which specifies an X movement of zero and a Y
+movement of one.
+
+When you have learned the commands, you can avoid being prompted
+simply by typing in the information without waiting to be asked for
+it. For example, in the above example, you could simply type in
+
+
+ move manual 0 1
+
+
+and it will be done. Or you could type in
+
+
+ move manual
+
+
+and when the computer responds with the displacement prompt, you
+can type in
+
+
+ 0 1
+
+
+and it will understand.
+
+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 characters long. This sounds
+complicated, but you will learn the abbreviations qGuickly enough.
+
+What this all boils down to is:
+
+
+You can abbreviate practically anything
+If you forget, the computer will proompt you
+If you remember, you can type it all on one line
+
+
+If you are part way through entering a command and you change your
+minde, you can cancel the command by typing -1 as one of the
+parameters, with the exception of the manual move command.
+
+If anything is not clear to you, experiment. The worst you can do is
+lose a game or two.
+
+
+List of Commands
+
+Short-Range Scan
+
+
+Mnemonic: SRSCAN
+Shortest abbreviation: S
+Full commands: SRSCAN
+ SRSCAN NO
+ SRSCAN CHART
+
+
+
+If you are using the screen-oriented interface, this command is
+suppressed; instead, a short-range scan will always be present on the
+screen.
+
+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 * . . . . R . . . . Stardate 2516.3
+ 2 . . . E . . . . . . Condition RED
+ 3 . . . . . * . B . . Position 5 - 1, 2 - 4
+ 4 . . . S . . . . . . Life Support DAMAGED, Reserves=2.30
+ 5 . . . . . . . K . . Warp Factor 5.0
+ 6 . K . . . . . * . Energy 2176.24
+ 7 . . . . . P . . . . Torpedoes 3
+ 8 . . . . * . . . . . Shields UP, 42% 1050.0 units
+ 9 . * . . * . . . C . Klingons Left 12
+ 10 . . . . . . . . . . Time Left 3.72
+
+
+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 9 - 9. The (GULP)
+Super-commander
(S) is occupies sector 4 - 4, and a
+Romulan (R) is at 1 - 6. A planet (P) is at sector 7 - 6. There are
+also a large number of stars (*). The periods (.) are just empty
+space—they are printed to help you get your bearings. Sector 6
+- 4 contains a black hole ( ).
+
+The information on the right is assorted status information. You
+can get this alone with the STATUS command. The status information
+will be absent if you type N
after SRSCAN. Otherwise
+status information will be presented.
+
+If you type C
after SRSCAN, you will be given a
+short-range scan and a Star Chart.
+
+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 enemies another chance to hit you. You can safely do a
+short-range scan anytime you like.
+
+If your short-range sensors are damaged, this command will only show
+the contents of adjacent sectors.
+
+Status Report
+
+
+Mnemonic: STATUS
+Shortest abbreviation: ST
+
+
+
+If you are using the screen-oriented interface, this command is
+suppressed; instead, a full status report will always be present on the
+screen.
+
+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 SUPPOR
+
+If ACTIVE
then 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, how strong they are
+(what percentage of a hit they can deflect), and shield energy.
+
+
+
+KLINGONS LEFT
+
+How many of the Klingons 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.
+
+Each item of information can be obtained singly by requesting it.
+See REQUEST command for details.
+
+
+Long-Range Scan
+
+
+Mnemonic: LRSCAN
+Shortest abbreviation: L
+
+
+
+If you are using the screen-oriented interface, this command is
+suppressed; instead, a long-range scan will always be present on the
+screen.
+
+A long-range scan gives you general information about where you are
+and what is around you. Here is an example output.
+
+
+ Long-range scan for Quadrant 5 - 1
+ -1 107 103
+ -1 316 5
+ -1 105 1000
+
+
+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.
+
+
+
+
+
+ Thousands digit:
+ 1000 indicates a supernova (only)
+
+
+ Hundreds digit:
+ number of Klingons present
+
+
+ Tens digit:
+ number of starbases present
+
+
+ Ones digit:
+ number of stars present
+
+
+
+
+
+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.
+
+Romulans possess a cloaking device
which prevents
+their detection by long-range scan. Because of this fact, Starfleet
+Command is never sure how many Romulans are out there
.
+When you kill the last Klingon, the remaining Romulans surrender to
+the Federation.
+
+Planets are also undetectable by long-range scan. The only way to
+detect a planet is to find it in your current quadrant with the
+short-range sensors.
+
+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 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: C
+
+
+As you proceed in the game, you learn more and more about what things
+are where in the galaxy. When ever you first do a scan in a quadrant,
+telemetry sensors are ejected which will report any changes in the
+quadrant(s) back to your ship, providing the sub-space radio is
+working. Spock will enter this information in the chart. If the radio
+is not working, Spock can only enter new information discovered from
+scans, and information in other quadrants may be obsolete.
+
+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.
+menas you know it contains a base, but an unknown number of Klingons
+and stars.
+
+Looking at the star chart is a free operation. It costs 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 MANUAL <displacement>
+ MOVE AUTOMATIC <destination>
+
+
+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
).
+
+There are two command modes for movement: MANUAL and AUTOMATIC.
+The manual mode requires the following format:
+
+
+ MOVE MANUAL <deltax> <deltay>
+
+
+<deltax> and <deltay> are the horizontal and vertical
+displacements for your starship, in quadrants; a displacement of one
+sector is 0.1 quadrants. Specifying <deltax> and <deltay>
+causes your ship to move in a straight line to the specified
+destination. If <deltay> is omitted, it is assumed zero. For
+example, the shortest possible command to move one sector to the right
+would be
+
+
+ M M .1
+
+
+The following examples of manual movement refer to the short-range
+scan shown earlier.
+
+
+ Destination Sector Manual Movement command
+ 3 - 1 M M -.3 -.1
+ 2 - 1 M M -.3
+ 1 - 2 M M -.2 .1
+ 1 - 4 M M 0 .1
+ (leaving quadrant) M M 0 .2
+
+
+The automatic mode is as follows:
+
+
+ MOVE AUTOMATIC <qrow> <qcol> <srow> <scol>
+
+
+<para>where <qrow> and <qcol> are the row and column
+numbers of the destination quadrant, and <srow> and <scol>
+are the row and column numbers of the destination sector in that
+quadrant. This command also moves your ship in a straight line path
+to the destination. For moving within a quadrant, <qrow> and
+<qcol> may be omitted. For example, to move to sector 2 - 9 in
+the current quadrant, the shortest command would be
+
+
+ M A 2 9
+
+
+To move to quadrant 3 - 7, sector 5 - 8, type
+
+
+ M A 3 7 5 8
+
+
+and it will be done. In automatic mode, either two or four numbers
+must be supplied.
+
+Automatic mode utilizes the ship's battle computer.
If the
+computer is damaged, manual movement must be used.
+
+If warp engines are damaged less than 10 stardates (undocked) you can
+still go warp 4.
+
+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.
+
+You can move within a quadrant without being attacked if you just
+entered the quadrant or have been attacked since your last move
+command. This enables you to move and hit them before they
+retaliate.
+
+
+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 foward 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 MANUAL <displacement>
+ IMPULSE AUTOMATIC <destination>
+
+
+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.
+
+Movement commands 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) traveled. It does not cost
+extra to move with the shields up.
+
+
+Deflector Shields
+
+
+Mnemonic: SHIELDS
+Shortest abbreviation: SH
+Full commands: SHIELDS UP
+ SHIELDS DOWN
+ SHIELDS TRANSFER <amount of energy to transfer>
+
+
+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%, for example, means that
+the next time a Klingon hits you, your shields will deflect 75% of
+the hit, and let 25% get through to hurt you.
+
+It costs 50 units of energy to raise shields, nothing to lower them.
+You may move with your shields up; this costs nothing under impulse
+power, but doubles the energy required for warp drive.
+
+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.
+
+You may not fire phasers through your shields. However you may use
+the high-speed shield control
to lower shields, fire phasers, and
+raise the shields again before the Klingons can react. Since rapid
+lowering and raising of the shields requires more energy than normal
+speed operation, it costs you 200 units of energy to activate this
+control. It is automatically activated when you fire phasers while
+shields are up. You may fire photon torpedoes, but they may be
+deflected considerably from their intended course as they pass
+through the shields (depending on shield strength).
+
+You may transfer energy beteen the ship's energy (given as
+Energy
in the status) and the shields. Thee word
+TRANSFER
may be abbreviated T
. The
+ammount of energy to transfer is the number of units of energy you
+wish to take from the ship's energy and put into the shields. If you
+specify an negative number, energy is drained from the shields to the
+ship. Transfering energy constitutes a turn. If you transfer energy
+to the shields while you are under attack, they will be at the new
+energy level when you are next hit.
+
+Enemy torpedoes hitting your ship explode on your shields (if they
+are up) and have essentially the same effect as phaser hits.
+
+
+Phasers
+
+
+Mnemonic: PHASERS
+Shortest abbreviation: P
+Full commands: PHASERS AUTOMATIC <AMOUNT TO FIRE> <NO>
+ PHASERS <AMOUNT TO FIRE> <NO>
+ PHASERS MANUAL <NO> <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. The amount of total hit required to kill an enemy is
+partly random. but also depends on skill level.
+
+The average hit required to kill an ordinary Klingon varies from 200
+units in the Novice game to 250 units in the Emeritus game.
+Commanders normally require from 600 (Novice) to 700 (Emeritus). The
+Super-commander requres from 875 (Good) to 1000 (Emeritus). Romulans
+require an average of 350 (Novice) to 450 (Emeritus).
+
+Hits on enemies are cumulative, as long as you don't leave the
+quadrant.
+
+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% of the phaser
+energy directed at him; a Klingon 5 sectors away will receive about
+60% and a Klingon 10 sectors away will receive about 35%. There is
+some randomness involved, so these figures are not exact. Phasers
+have no effect beyond the boundaries of the quadrant you are in.
+
+Phasers may overheat (and be damaged) if you fire too large a burst
+at once. Firing up to 1500 units is safe. From 1500 on up the
+probability of overheat increases with the amount fired.
+
+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 abreviate MANUAL
and
+AUTOMATIC
to one or more letters; if you mention
+neither, automatic fire is usually assumed.
+
+Battle computer information is available by firing phasers manually,
+and allowing the computer to prompt you. If you enter zero for the
+amount to fire at each enemy, you will get a complete report, without
+cost. The battle computer will tell you how much phaser energy to
+fire at each enemy for a sure kill. This information appears in
+parentheses prior to the prompt for each enemy. Since the amount is
+computed from sensor data, if either the computer or the S.R. sensors
+are damaged, this information will be unavailable, and phasers must
+be fired manually.
+
+A safety interlock prevents phasers from being fired through
+the shields. If this were not so, the shields would contain your fire
+and you would fry yourself. However, you may utilize the
+high-speed shield control
to drop shields, fire
+phasers, and raise shields before the enemy can react. Since it takes
+more energy to work the shields rapidly with a shot, it costs you 200
+units of energy each time you activate this control. It is
+automatically activated when you fire phasers while the shields are
+up. By specifying the <no> option, shields are not raised after
+firing.
+
+Phasers have no effect on starbases (which are shielded) or on
+stars.
+
+
+Report
+
+
+Mnemonic: REPORT
+Shortest abbreviation: REP
+
+
+This command supplies you with information about the state of the
+current game. Its purpose is to remind you of things that you have
+learned during play, but may have forgotten, and cannot otherwise
+retrieve if you are not playing at a hard-copy terminal.
+
+You are told the following things:
+
+
+The length and skill level of the game you are playing
+The original number of Klingons
+How many Klingons you have destroyed
+Whether the Super-Commander has been destroyed
+How many bases have been destroyed
+How many bases are left
+What bases (if any) are under attack; your subspace radio
+must have been working since the attack to get this
+information.
+How many casualties you have suffered
+How many times you have called for help.
+
+
+This same information is automatically given to you when you start to
+play a frozen game.
+
+
+Computer
+
+
+Mnemonic: COMPUTER
+Shortest abbreviation: CO
+
+
+This command allows using the ship's computer (if functional) to
+calculate travel times and energy usage.
+
+
+Photon Torpedoes
+
+
+Mnemonic: PHOTONS
+Shortest abbreviation: PHO
+Full commands: PHOTONS <NUMBER> <TARG1> <TARG2> <TARG3>
+
+
+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 singly, or in bursts of two or three.
+Each torpedo is individually targetable. The computer will prompt
+you, asking for the target sector for each torpedo. Alternately, you
+may specify each target in the command line.
+
+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.
+
+Photon torpedoes are proximity-fused. The closer they explode to the
+enemy, the more damage they do. There is a hit window
about one
+sector wide. If the torpedo misses the hit window, it does not
+explode and the enemy is unaffected. Photon torpedoes are only
+effective within the quadrant. They have no effect on things in
+adjacent quadrants.
+
+If more than one torpedo is fired and only one target sector is
+specified, all torpedoes are fired at that sector. For example, to
+fire two torpedoes at sector 3 - 4, you type
+
+
+ PHO 2 3 4 (or) PHO 2 3 4 3 4
+
+
+To fire torpedoes at, consecutively, sectors 2 - 6, 1 - 10, and 4 -
+7, type
+
+
+ PHO 3 2 6 1 10 4 7
+
+
+There is no restriction to fire directly at a sector. For example,
+you can enter
+
+
+ PHO 1 3 2.5
+
+
+to aim between two sectors. However, sector numbers must be 1 to 10
+inclusive.
+
+
+Dock at Starbase
+
+
+Mnemonic: DOCK
+Shortest abbreviation: D
+
+
+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, shield 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. If your ship has more than its normal maximum energy (which
+can happen if you've loaded crystals) the ship's energy is not
+changed.
+
+You may not dock while in standard orbit around a planet.
+
+Starbases have their own deflector shields, so you are completely
+safe from phaser attack while docked. You are also safe from
+long-range tractor beams.
+
+Starbases also have both short and long range sensors, which you can
+use if yours are broken. There's also a subspace radio to get
+information about happenings in the galaxy. Mr. Spock will update the
+star chart if your ask for it while docked and your own radio is dead.
+
+
+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: CALL
+(No abbreviation)
+
+
+[Originally, this command was called HELP
, but
+these days it might be misinterpreted as built-in
+documentation!]
+
+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
+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 to
+be rescued.
+
+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%) of
+re-materializing successfully. your chances drop to roughly 50-50 at
+just over 3 quadrants.
+
+
+Abandon Ship
+
+
+Mnemonic: ABANDON
+(no abbreviation)
+
+
+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
+(no abbreviation)
+
+
+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.
+
+
+Quit Game
+
+
+Mnemonic: QUIT
+(no abbreviation)
+
+
+Immediately cancel the current game; no conclusion is reached. You
+will be given an opportunity to start a new game or to leave the Star
+Trek program.
+
+
+Sensor-Scan
+
+
+Mnemonic: SENSORS
+Shortest abbreviation: SE
+
+
+Utilizing the short-range sensors, science officer Spock gives you a
+readout on any planet in your quadrant. Planets come in three
+classes: M, N, and O. Only class M planets have earth-like
+conditions. Spock informs you if the planet has any dilithium
+crystals. Sensor scans are free.
+
+
+Enter Standard Orbit
+
+
+Mnemonic: ORBIT
+Shortest abbreviation: O
+
+
+To land on a planet you must first be in standard orbit. You achieve
+this in a manner similar to docking at starbase. Moving to one of
+the eight sector positions immediately adjacent to the planet, you
+give the orbit command which puts your ship into standard orbit about
+the planet. Since this is a maneuver, a small amount of time is
+used; negligible energy is required. If enemies are present, they
+will attack.
+
+
+Transporter Travel
+
+
+Mnemonic: TRANSPORT
+Shortest abbreviation: T
+
+
+The transporter is a device which can convert any physical object
+into energy, beam the energy through space, and reconstruct the
+physical object at some destination. Transporting is one way to land
+on a planet. Since the transporter has a limited range, you must be
+in standard orbit to beam down to a planet. Shields must be down
+while transporting.
+
+The transport command is used to beam a landing party onto a planet
+to mine dilithium crystals
. Each time the command is given the
+landing party (which you lead) moves from the ship to the planet, or
+vice-versa.
+
+You are advised against needless transporting, since like all
+devices, the transporter will sometimes malfunction.
+
+The transporter consumes negligible time and energy. Its use does
+not constitute a turn
.
+
+
+Shuttle Craft
+
+
+Mnemonic: SHUTTLE
+Shortest abbreviation: SHU
+
+
+An alternate way to travel to and from planets. Because of limited
+range, you must be in standard orbit to use the shuttle craft, named
+"Galileo". Shields must be down.
+
+Unlike transporting, use of the shuttle craft does constitute a
+turn
since time is consumed. The time naturally
+depends on orbit altitude, and is equal to 3.0e-5 times altitude.
+Shuttling uses no ship energy.
+
+You should use the same travel device going from the planet to the
+ship as you use to go from the ship to the planet. However it is
+possible to transport to the planet and have the Galileo crew come
+and pick your landing party up, or to take the Galileo to the planet
+and then transport back, leaving the shuttle craft on the planet.
+
+
+Mine Dilithium Crystals
+
+
+Mnemonic: MINE
+Shortest abbreviation: MI
+
+
+Once you and your mining party are on the surface of a planet which
+has dilithium crystals, this command will dig them for you.
+
+Mining requires time and constitutes a turn
. No
+energy is used. Class M planets require 0.1 to 0.3 stardates to mine.
+Class N planets take twice as long, and class O planets take three
+times as long.
+
+Dilithium crystals contain enormous energy in a form that is readily
+released in the ship's power system. It is an excellent idea to mine
+them whenever possible, for use in emergencies. You keep the
+crystals until the game is over or you abandon ship when not at a
+starbase.
+
+
+Load Dilithium Crystals
+
+
+Mnemonic: CRYSTALS
+Shortest abbreviation: CR
+
+
+This is a very powerful command which should be used with caution.
+Once you have dilithium crystals aboard ship, this command will
+instruct engineering officer Scott and Mr. Spock to place a raw
+dilithium crystal into the power channel of the ship's
+matter-antimatter converter. When it works, this command will
+greatly boost the ship's energy.
+
+Because the crystals are raw and impure, instabilities can occur in
+the power channel. Usually Scotty can control these. When he
+cannot, the results are disastrous. Scotty will use those crystals
+that appear to be most stable first.
+
+Since using raw dilithium crystals for this purpose entails
+considerable risk, Starfleet Regulations allow its use only during
+"condition yellow". No time or energy is used.
+
+
+Planet Report
+
+
+Mnemonic: PLANETS
+Shortest abbreviation: PL
+
+
+Mr. Spock presents you a list of the available information on planets
+in the galaxy. Since planets do not show up on long-range scans, the
+only way to obtain this information is with the SENSORS
command.
+
+
+Freeze
+
+
+Mnemonic: FREEZE
+(no abbreviation)
+Full command: FREEZE <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
+plaque may not be generated from a frozen game. A file with the
+specified <file name> and type '.TRK' is created (if necessary) in
+the current directory, and all pertinent information about the game
+is written to that file. The game may be continued as usual or be
+terminated at the user's option.
+
+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. Tournament games can be frozen, but then they
+behave like regular frozen games.
+
+A point worth noting is that 'FREEZE' does not save the seed for the
+random number generator, so that identical actions after restarting
+the same frozen game can lead to different results. However,
+identical actions after starting a given tournament game always lead
+to the same results.
+
+
+Request
+
+
+Mnemonic: REQUEST
+Shortest abbreviation: REQ
+Full command: REQUEST <ITEM>
+
+
+
+If you are using the screen-oriented interface, this command is
+suppressed; instead, a full status report will always be present on the
+screen.
+
+This command allows you to get any single piece of information
+from the <STATUS> command. <ITEM> specifies which
+information as follows:
+
+
+
+
+
+ Information
+ Mnemonic for <item>
+ Shortest Abbreviation
+
+
+
+STARDATE DATE D
+CONDITION CONDITION C
+POSITION POSITION P
+LIFE SUPPORTLSUPPORT L
+WARP FACTOR WARPFACTORW
+ENERGY ENERGY E
+TORPEDOES TORPEDOES T
+SHIELDS SHIELDS S
+KLINGONS LEFTKLINGONS K
+TIME LEFT TIME TI
+BASES LEFT BASES BA
+
+
+
+
+
+Experimental Death Ray
+
+
+Mnemonic: DEATHRAY
+(No abbreviation)
+
+
+This command should be used only in those desperate cases where
+you have absolutely no alternative. The death ray uses energy to
+rearrange matter. Unfortunately, its working principles are not yet
+thoroughly understood, and the results are highly
+unpredictable.
+
+The only good thing that can result is the destruction of all
+enemies in your current quadrant. This will happen about 70% of the
+time. Only enemies are destroyed; starbases, stars, and planets are
+unaffected.
+
+Constituting the remaining 30% are results varying from bad to
+fatal.
+
+The death ray requires no energy or time, but if you survive, enemies
+will hit you.
+
+The Faerie Queene has no death ray.
+
+If the death ray is damaged in its use, it must be totally replaced.
+This can only be done at starbase. Because it is a very complex
+device, it takes 9.99 stardates at base to replace the death ray.
+The death ray cannot be repaired in flight.
+
+
+Launch Deep Space Probe
+
+
+Mnemonic: PROBE
+Shortest abbreviation: PR
+Full command: PROBE <ARMED> MANUAL <displacement>
+ PROBE <ARMED> AUTOMATIC <destination>
+
+
+The Enterprise carries a limited number of Long Range Probes. These
+fly to the end of the galaxy and report back a count of the number of
+important things found in each quadrant through which it went. The
+probe flies at warp 10, and therefore uses time during its flight.
+Results are reported immediately via subspace radio and are recorded
+in the star chart.
+
+The probe can also be armed with a NOVAMAX warhead. When launched
+with the warhead armed, the probe flies the same except as soon as it
+reaches the target location, it detonates the warhead in the heart of
+a star, causing a supernova and destroying everything in the
+quadrant. It then flies no further. There must be a star in the
+target quadrant for the NOVAMAX to function.
+
+The probe can fly around objects in a galaxy, but is destroyed if it
+enters a quadrant containing a supernova, or if it leaves the galaxy.
+
+The target location is specified in the same manner as the MOVE
+command, however for automatic movement, if only one pair of
+coordinates are specified they are assumed to be the quadrant and not
+the sector in the current quadrant!
+
+The Faerie Queene has no probes.
+
+
+Emergency Exit
+
+
+Mnemonic: EMEXIT
+Shortest abbreviation: E
+
+
+This command provides a quick way to exit from the game when you
+observe a Klingon battle cruiser approaching your terminal. Its
+effect is to freeze the game on the file 'EMSAVE.TRK' in your current
+directory, erase the screen, and exit.
+
+Of course, you do lose the chance to get a plaque when you use this
+maneuver.
+
+
+Ask for Help
+
+
+Mnemonic: HELP
+Full command: HELP <command>
+
+
+This command reads the appropriate section from the SST.DOC file,
+providing the file is in the current directory.
+
+
+
+Miscellaneous Notes
+
+Starbases can be attacked by either commanders or by the
+Super-Commander
. When this happens, you will be
+notified by subspace radio, provided it is working. The message will
+inform you how long the base under attack can last. Since the
+Super-Commander
is more powerful than an ordinary
+commander, he can destroy a base more quickly.
+
+The Super-Commander
travels around the galaxy at a speed of about
+warp 6 or 7. His movement is strictly time based; the more time
+passes, the further he can go.
+
+Scattered through the galaxy are certain zones of control,
+collectively designated the Romulan Neutral Zone
. Any
+quadrant which contains Romulans without Klingons is part of the
+Neutral Zone, except if a base is present. Since Romulans do not show
+on either the long-range scan or the star chart, it is easy for you to
+stumble into this zone. When you do, if your subspace radio is
+working, you will receive a warning message from the Romulan, politely
+asking you to leave.
+
+In general, Romulans are a galactic nuisance.
+
+The high-speed shield control is fairly reliable, but it has been
+known to malfunction.
+
+You can observe the galactic movements of the
+Super-Commander
on the star chart, provided he is in
+territory you have scanned and your subspace radio is working.
+
+Periodically, you will receive intelligence reports from
+starfleet command, indicating the current quadrant of the
+Super-Commander
. Your subspace radio must be working,
+of course.
+
+Each quadrant will contain from 0 to 3 black holes. Torpedoes
+entering a black hole disappear. In fact, anything entering a black
+hole disappears, permanently. If you can displace an enemy into one,
+he is a goner. Black holes do not necessarily remain in a quadrant.
+they are transient phenomena.
+
+Commanders will ram your ship, killing themselves and inflicting
+heavy damage to you, if they should happen to decide to advance into
+your sector.
+
+You can get a list of commands by typing
+COMMANDS
.
+
+
+Scoring
+
+Scoring is fairly simple. You get points for good things, and you
+lose points for bad things.
+
+You gain—
+
+
+10 points for each ordinary Klingon you kill,
+50 points for each commander you kill,
+200 points for killing the Super-Commander
,
+20 points for each Romulan killed,
+1 point for each Romulan captured.
+
+100 times your average Klingon/stardate kill rate. If you lose
+the game, your kill rate is based on a minimum of 5 stardates.
+
+
+You get a bonus if you win the game, based on your rating:
+Novice=100, Fair=200, Good=300, Expert=400, Emeritus=500.
+
+
+
+You lose—
+
+
+200 points if you get yourself killed,
+100 points for each starbase you destroy,
+100 points for each starship you lose,
+45 points for each time you had to call for help,
+10 points for each planet you destroyed,
+5 points for each star you destroyed, and
+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, the required kill
+rate goes up. Normally, the required kill rate is 0.1 * skill *
+(skill + 1.0) + 0.1, where skill ranges from 1 for Novice to 5 for
+Emeritus.
+
+You can be promoted from any level. There is a special
+promotion available if you go beyond the Expert
range.
+You can also have a certificate of merit printed with your name, date,
+and Klingon kill rate, provided you are promoted from either the
+Expert
or Emeritus
levels. This
+plaque
requires a 132 column printer. You may need
+print the certificate to a file, import it into your word processor,
+selecting Courier 8pt font, and then print in landscape
+orientation
.
+
+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.
+The emeritus game is strictly for masochists.
+
+
+Handy Reference Page
+
+
+ ABBREV FULL COMMAND DEVICE USED
+ ------ ------------ -----------
+ ABANDON ABANDON shuttle craft
+ C CHART (none)
+ CALL CALL (for help) subspace radio
+ CO COMPUTER computer
+ CR CRYSTALS (none)
+ DA DAMAGES (none)
+ DEATHRAY DEATHRAY (none)
+ DESTRUCT DESTRUCT computer
+ D DOCK (none)
+ E EMEXIT (none)
+ FREEZE FREEZE <FILE NAME> (none)
+ I IMPULSE <MANUAL> <DISPLACEMENT> impulse engines
+ IMPULSE AUTOMATIC <DESTINATION> impulse engines and computer
+ L LRSCAN long-range sensors
+ MI MINE (none)
+ M MOVE <MANUAL> <DISPLACEMENT> warp engines
+ MOVE AUTOMATIC <DESTINATION> warp engines and computer
+ O ORBIT warp or impulse engines
+ P PHASERS <TOTAL AMOUNT> phasers and computer
+ PHASERS AUTOMATIC <TOTAL AMOUNT> phasers, computer, sr sensors
+ PHASERS MANUAL <AMT1> <AMT2> ... phasers
+ PHO PHOTONS <NUMBER> <TARGETS> torpedo tubes
+ PL PLANETS (none)
+ PR PROBE <ARMED> <MANUAL> <DISPLACEMENT> probe launcher, radio
+ PROBE <ARMED> AUTOMATIC <DESTINATION> launcher, radio, computer
+ REP REPORT (none)
+ REQ REQUEST (none)
+ R REST <NUMBER OF STARDATES> (none)
+ QUIT QUIT (none)
+ S SRSCAN <NO or CHART> short-range sensors
+ SE SENSORS short-range sensors
+ SH SHIELDS <UP, DOWN, or TRANSFER> deflector shields
+ SHU SHUTTLE shuttle craft
+ ST STATUS (none)
+ T TRANSPORT transporter
+ W WARP <FACTOR> (none)
+
+ L. R. Scan: thousands digit: supernova
+ hundreds digit: Klingons
+ tens digit: starbases
+ ones digit: stars
+ period (.): digit not known (star chart only)
+
+Courses are given in manual mode in X - Y displacements; in automatic
+ mode as destination quadrant and/or sector. Manual mode is default.
+Distances are given in quadrants. A distance of one sector is 0.1 quadrant.
+Ordinary Klingons have about 400 units of energy, Commanders about
+ 1200. Romulans normally have about 800 units of energy, and the
+ (GULP) "Super-Commander" has about 1800.
+Phaser fire diminishes to about 60 percent at 5 sectors. Up to 1500
+ units may be fired in a single burst without danger of overheat.
+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. Engaging the high-speed
+ shield control requires 200 units of energy.
+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.
+
+
+
+Game History and Modifications
+
+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
+the program to use overlays and managed to shoehorn it in on the 56k
+byte machine.
+
+I liked the game so much I put some time into fixing bugs, mainly
+what could be called continuity errors and loopholes in the game's
+logic. We even played a couple tournaments.
+
+In 1979, I lost access to that PDP-11. I did save the source code
+listing. In 1995, missing that old friend, I started converting the
+program into portable ANSI C. It's been slow, tedious work that took
+over a year to accomplish.
+
+In early 1997, I got the bright idea to look for references to
+Super Star Trek
on the World Wide Web. There weren't
+many hits, but there was one that came up with 1979 Fortran sources!
+This version had a few additional features that mine didn't have,
+however mine had some feature it didn't have. So I merged its features
+that I liked. I also took a peek at the DECUS version (a port, less
+sources, to the PDP-10), and some other variations.
+
+Modifications I made:
+
+Compared to original version, I've changed the
+help
command to call
and the
+terminate
command to quit
to better
+match user expectations. The DECUS version apparently made those
+changes as well as changing freeze
to
+save
. However I like freeze
.
+
+I added EMEXIT from the 1979 version.
+
+That later version also mentions srscan and lrscan working when
+docked (using the starbase's scanners), so I made some changes here
+to do this (and indicating that fact to the player), and then
+realized the base would have a subspace radio as well — doing a
+Chart when docked updates the star chart, and all radio reports will
+be heard. The Dock command will also give a report if a base is under
+attack.
+
+It also had some added logic to spread the initial positioning of
+bases. That made sense to add because most people abort games with
+bad base placement.
+
+The experimental deathray originally had only a 5% chance of success,
+but could be used repeatedly. I guess after a couple years of use, it
+was less experimental
because the 1979 version had a 70% success
+rate. However it was prone to breaking after use. I upgraded the
+deathray, but kept the original set of failure modes (great humor!).
+
+I put in the Tholian Web code from the 1979 version.
+
+I added code so that Romulans and regular Klingons could move in
+advanced games. I re-enabled the code which allows enemy ships to
+ram the Enterprise; it had never worked right. The 1979 version
+seems to have it all fixed up, but I'm still not overly happy with
+the algorithm.
+
+The DECUS version had a Deep Space Probe. Looked like a good idea
+so I implemented it based on its description.
+
+
+Stas Sergeev's story
+
+I started from an older Tom Almy version and added features I had
+seen in mainframe variants of the game, I wrote a screen-oriented
+interface for it based on the curses library.
+
+
+
+The Space Thingy can be shoved, if you ram it, and can fire back if
+fired upon.
+
+
+The Tholian can be hit with phasers.
+
+
+When you are docked, base covers you with an almost invincible shields
+ (a commander can still ram you, or a Romulan can destroy the base,
+ or a SCom can even succeed with direct attack IIRC, but this rarely
+ happens).
+
+
+SCom can't escape from you if no more enemies remain (without this,
+ chasing SCom can take an eternity).
+
+
+Probe target you enter is now the destination quadrant. Before I don't
+ remember what it was, but it was something I had difficulty using)
+
+
+Secret password is now autogenerated.
+
+
+Victory plaque is adjusted for A4 paper rather than 132-column greenbar
+:-)
+
+
+Phasers now tells you how much energy needed, but only if the computer
+is alive.
+
+
+Planets are auto-scanned when you enter the quadrant.
+
+
+Mining or using crystals in presense of enemy now yields an attack.
+There are other minor adjustments to what yields an attack
+and what does not.
+
+
+Ramming a black hole is no longer instant death. There is a
+chance you might get timewarped instead.
+
+
+"freeze" command reverts to "save", most people will understand this
+better anyway.
+
+
+Screen-oriented interface, with sensor scans always up.
+
+
+
+
+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.
+
+After I launched the Berlios project, Stas Sergeev contacted me
+me. We worked together to merge in his changes.
+
+Modifications I've made:
+
+
+
+I converted the flat-text SST.DOC file to XML-Docbook so it can be
+webbed. (That's what you're reading now.)
+
+
+The command-help code needed a rewrite because the flat-text form of
+the documentation is now generated from XML and doesn't have the
+easily recognizable section delimiters it used to. I wrote a script
+to filter that flat-text form into an sst.doc that's easy to parse for
+command descriptions, and changed some logic in sst.c to match.
+
+
+I've cleaned up a lot of grubby FORTRANisms in the code internals --
+used sizeof(), replaced magic numeric constants with #defines,
+that sort of thing.
+
+
+I fixed a surprising number of typos in the code and documentation.
+
+
+All the game state now lives in one big structure that can be
+written to and read from disk as one blob. The write gives it an
+an identifiable magic number and the thaw logic checks for same.
+
+
+I made the internal pager work, and in the process got rid of a number
+of platform dependencies in the code.
+
+
+The HELP/CALL/SOS command is now MAYDAY. SOS and CALL are still accepted.
+
+
+Status report now indicates if dilithium crystals are on board.
+
+
+At Dave's prompting, restored the Space Thingy's original elusive behavior.
+
+
+
+Here are some good pages on the history of Star Trek games:
+
+
+
+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
+
+
+
+
+Authors' Acknowledgments
+
+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
+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
+
+
+Star Trek (the original television
+series), produced and directed by Gene Rodenberry.
+
+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).
+
+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)
+
+The World of Star Trek, by
+David Gerrold. Similiar in scope to the above book.
+(Bantam)
+
+The Star Trek Guide, third revision 4/17/67, by Gene
+Roddenberry. The original writer's guide for the television
+series, but less comprehensive than (3) above.
+(Norway Productions)
+
+The Trouble With Tribbles, by
+David Gerrold. Includes the complete script of this popular show.
+(Ballantine Books)
+
+Star Trek, Star Trek
+2, ..., Star Trek 9, by James
+Blish. The original shows in short story form.
+(Bantam)
+
+Spock Must Die, by James Blish.
+An original novel, but rather similar to the show The Enemy
+Within. (Bantam)
+
+Model kits of the Enterprise and a Klingon
+Battle-Cruiser
by AMT Corporation are available at most hobby
+shops.
+
+
+
+
+