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+<?xml version="1.0" encoding="ISO-8859-1"?>\r
+<!DOCTYPE book PUBLIC \r
+ "-//OASIS//DTD DocBook XML V4.1.2//EN" \r
+ "docbook/docbookxx.dtd">\r
+\r
+<book>\r
+<title>Super Star Trek</title>\r
+<bookinfo>\r
+\r
+<authorgroup>\r
+<author>\r
+ <firstname>David</firstname>\r
+ <surname>Matuzsek</surname>\r
+</author>\r
+<author>\r
+ <firstname>Paul</firstname>\r
+ <surname>Reynolds</surname>\r
+</author>\r
+<author>\r
+ <firstname>Tom</firstname>\r
+ <surname>Almy</surname>\r
+</author>\r
+<author>\r
+ <firstname>Eric</firstname>\r
+ <othername>Steven</othername>\r
+ <surname>Raymond</surname>\r
+</author>\r
+</authorgroup>\r
+\r
+<dedication>\r
+<literallayout format='linespecific' class='monospaced'>\r
+ SSSSS U U PPPPP EEEEE RRRRR\r
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+ SSSSSSSS TT AA AA RR RR\r
+ SSSSSSS TT AA AA RR RR\r
+ \r
+ \r
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+ TTTTTTTT RRRRRRR EEEEEEEEE KK KK\r
+ TTTTTTTT RRRRRRRR EEEEEEEEE KK KK\r
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+\r
+\r
+ Produced For Your Enjoyment\r
+\r
+ By\r
+\r
+ David Matuszek\r
+ and\r
+ Paul Reynolds\r
+\r
+ With Modifications By\r
+ Don Smith\r
+\r
+ Resurrected By\r
+ Tom Almy\r
+</literallayout>\r
+</dedication>\r
+\r
+<legalnotice>\r
+<para>Permission is hereby granted for the copying, distribution,\r
+modification and use of this program and associated documentation\r
+for recreational purposes, provided that all references to the\r
+authors are retained. However, permission is not and will not be\r
+granted for the sale or promotional use of this program or program\r
+documentation, or for use in any situation in which profit may be\r
+considered an objective, since it is the desire of the authors to\r
+respect the copyrights of the originators of Star Trek.</para>\r
+</legalnotice>\r
+</bookinfo>\r
+\r
+<chapter><title>Introduction</title>\r
+<para>The Organian Peace Treaty has collapsed, and the Federation is at war\r
+with the Klingon Empire. Joining the Klingons against the Federation\r
+are the members of the <quote>Romulan Star Empire.</quote> As commander of the\r
+Starship U.S.S. Enterprise, your job is to wipe out the Klingon\r
+invasion fleet and make the galaxy safe for democracy.</para>\r
+\r
+<para>Your battleground is the entire galaxy, which for convenience is\r
+divided up into eight rows of eight quadrants each, like a\r
+checkerboard. Rows are numbered from top to bottom, and columns are\r
+numbered left to right, so quadrant 1 - 8 would be in the upper right\r
+hand corner of the galaxy.</para>\r
+\r
+<para>During battle you will be concerned only with those enemies that\r
+occupy the same quadrant as yourself. Quadrants are divided up into\r
+sectors: ten rows of ten sectors each. Sectors are numbered in the\r
+same way as quadrants, so the sector in the upper right corner is\r
+sector 1 - 10. You have a short-range scanner which allows you to\r
+look at the entire quadrant in a single display.</para>\r
+\r
+<para>Enemies recharge during your absence. If you leave a quadrant\r
+containing a weakened enemy, when you return to that quadrant he will\r
+be strong again. Also, each time you enter a quadrant, the positions\r
+of everthing in the quadrant (except your ship) are randomized, to\r
+save you the trouble of trying to remember where everything in the\r
+quadrant is. Notice that this refers only to the positions of things\r
+in the quadrant—the numbers of each kind of thing are not changed\r
+(except for black holes and the Super-commander, which move around\r
+the galaxy). If you kill something, it stays dead.</para>\r
+\r
+<para>The Romulans are not as serious a threat to the Federation as the\r
+Klingons. For one thing, there are not as many of them. For\r
+another, the Romulans are not as treacherous. However, Romulans are\r
+not to be trifled with, especially when you are in violation of the\r
+Romulan Neutral Zone.</para>\r
+\r
+<para>There are two kinds of Klingons: Ordinary Klingons, which are\r
+bad enough, and Klingon Commanders, which are even worse. Commanders\r
+are about three times stronger than ordinary Klingons. Commanders are\r
+more resistant to your weapons. Commanders can move about during\r
+battle while Ordinary Klingons stay put. And finally, Commanders have\r
+a thing called a <quote>long-range tractor beam</quote> which they can\r
+use, at random intervals, to yank you away from what you are doing\r
+into their quadrant, to do battle with them. There is also a special\r
+commander, called the <quote>Super-commander.</quote> This character\r
+is so bad he is reserved for the Good, Expert, and Emeritus games.\r
+Fortunately, there is just one Super-commander in a game. In addition\r
+to the undesirable traits of Commanders, he can move from quadrant to\r
+quadrant at will, seeking out and destroying your starbases and any\r
+helpful planets he runs across. He also has a spy planted aboard your\r
+ship, giving him valuable information about your condition. Using\r
+this information, he can do dastardly things like tractor beam your\r
+ship when you are in bad shape. And once you've been tractor beamed\r
+by the Super-commander —</para>\r
+\r
+<para>But the advantages are not all on the side of the enemy. Your ship\r
+is more powerful, and has better weapons. Besides, in the this\r
+galaxy there are from two to five starbases, at which you can stop to\r
+refuel and lick your wounds, safe from phaser attack or tractor\r
+beams. But you had best not dally there too long, since time is not\r
+on your side. The Klingons are not just after you; they are\r
+attacking the entire Federation. There is always a finite <quote>time\r
+left,</quote> which is how much longer the Federation can hold out if you\r
+just sit on your fat behind and do nothing. As you wipe out\r
+Klingons, you reduce the rate at which the invasion fleet weakens the\r
+Federation, and so the time left until the Federation collapses may\r
+actually increase. Since Klingons are the main threat to the\r
+Federation, the Romulans do not figure into the <quote>time left.</quote> In\r
+fact, you need not kill all the Romulans to win. If you can get all\r
+the Klingons, the Federation will abide forever, and you have won the\r
+game.</para>\r
+\r
+<para>Space is vast, and it takes precious time to move from one place to\r
+another. In comparison, other things happen so quickly that we\r
+assume the take no time at all. Two ways that time can pass are when\r
+you move, or when you issue a command to sit still and rest for a\r
+period of time. You will sometimes want to do the latter, since the\r
+various devices aboard your starship may be damaged and require time\r
+to repair. Of course, repairs can be made more quickly at a starbase\r
+than than can in flight.</para>\r
+\r
+<para>In addition to Klingons, Romulans, and starbases, the galaxy\r
+contains (surprise) stars. Mostly, stars are a nuisance and just get\r
+in your way. You can trigger a star into going nova by shooting one\r
+of your photon torpedoes at it. When a star novas, it does a lot of\r
+dammage to anything immediately adjacent to it. If another star is\r
+adjacent to a nova, it too will go nova. Stars may also occasionally\r
+go supernova; a supernova in a quadrant destroys everything in the\r
+quadrant andmakes the quadrant permanently uninhabitable. You may\r
+<quote>jump over</quote> a quadrant containing a supernova when you\r
+move, but you should not stop there.</para>\r
+\r
+<para>Supernovas may happen spontaneously, without provocation. If a\r
+supernova occurs in the same quadrant you are in, your starship has an\r
+<quote>emergency automatic override</quote> which picks some random\r
+direction and some random warp factor, and tries to throw you clear of\r
+the supernova. If the supernova occurs in some other quadrant, you\r
+just get a warning message from starfleet about it (provided, of\r
+course, that your subspace radio is working).</para>\r
+\r
+<para>Also a few planets are scattered through the galaxy. These can\r
+sometimes be a great help since some of them will have <quote>dilithium\r
+crystals,</quote> which are capable of replenishing the ship's energy\r
+supply. You can either beam down to the planet surface using the\r
+transporter, or take the shuttle craft <quote>Galileo</quote>.</para>\r
+\r
+<para>Finally, each quadrant will contain from zero to three black\r
+holes. These can deflect or swallow torpedoes passing near them. They\r
+also swallow enemy ships knocked into them. If your ship enters one\r
+—</para>\r
+\r
+<para>Star Trek is a rich game, full of detail. These instructions are\r
+written at a moderate level—no attempt has been made fully to\r
+describe everything about the game, but there is quite a bit more\r
+here than you need to get started. If you are new to the game, just\r
+get a rough idea of the kinds of commands available, and start\r
+playing. After a game or two you will have learned everthing\r
+important, and the detailed command descriptions which follow will be\r
+a lot more meaningful to you.</para>\r
+\r
+<para>You have weapons: phasers and photon torpedoes. You have a defense:\r
+deflector shields. You can look at things: long-range scaners,\r
+short-range scanners, and a star chart. You can move about, under\r
+warp drive or impulse power. You can also dock at a starbase, rest\r
+while repairs are being made, abandon ship, self destruct, or give up\r
+and start a new game.</para>\r
+\r
+<para>The Klingons are waiting.</para>\r
+\r
+</chapter>\r
+<chapter><title>How To Issue Commands</title>\r
+\r
+<para>When the game is waiting for you to enter a command it will\r
+print out</para>\r
+\r
+<screen>\r
+ COMMAND>\r
+</screen>\r
+\r
+<para>You may then type in your command. All you have to remember for each\r
+command is the mnemonic. For example, if you want to move straight up\r
+one quadrant, you can type in the mnemonic (case insensitive)</para>\r
+\r
+<screen>\r
+ move\r
+</screen>\r
+\r
+<para>and the computer will prompt you with</para>\r
+\r
+<screen>\r
+ Manual or automatic- \r
+</screen>\r
+\r
+<para>Say you type in <quote>manual</quote>. The computer then responds</para>\r
+\r
+<screen>\r
+ X and Y displacements- \r
+</screen>\r
+\r
+<para>Now you type in <quote>0 1</quote> which specifies an X movement of zero and a Y\r
+movement of one.</para>\r
+\r
+<para>When you have learned the commands, you can avoid being prompted\r
+simply by typing in the information without waiting to be asked for\r
+it. For example, in the above example, you could simply type in</para>\r
+\r
+<screen>\r
+ move manual 0 1\r
+</screen>\r
+\r
+<para>and it will be done. Or you could type in</para>\r
+\r
+<screen>\r
+ move manual\r
+</screen>\r
+\r
+<para>and when the computer responds with the displacement prompt, you\r
+can type in</para>\r
+\r
+<screen>\r
+ 0 1\r
+</screen>\r
+\r
+<para>and it will understand.</para>\r
+\r
+<para>You can abbreviate most mnemonics. For <quote>move</quote>, you can use any\r
+of</para>\r
+\r
+<screen>\r
+ move mov mo m\r
+</screen>\r
+\r
+<para>successfully. For your safety, certain critical commands (such as to\r
+abandon ship) must be written out in full. Also, in a few cases two\r
+or more commands begin with the same letter, and in this case that\r
+letter refers to a particular one of the commands; to get the other,\r
+your abbreviation must be two or more characters long. This sounds\r
+complicated, but you will learn the abbreviations quickly enough.</para>\r
+\r
+<para>What this all boils down to is:</para>\r
+\r
+<orderedlist>\r
+<listitem><para>You can abbreviate practically anything</para></listitem>\r
+<listitem><para>If you forget, the computer will proompt you</para></listitem>\r
+<listitem><para>If you remember, you can type it all on one line</para></listitem>\r
+</orderedlist>\r
+\r
+<para>If you are part way through entering a command and you change your\r
+minde, you can cancel the command by typing -1 as one of the\r
+parameters, with the exception of the manual move command.</para>\r
+\r
+<para>If anything is not clear to you, experiment. The worst you can do is\r
+lose a game or two.</para>\r
+\r
+</chapter>\r
+<chapter><title>List of Commands</title>\r
+\r
+<sect1><title>Short-Range Scan</title>\r
+\r
+<literallayout>\r
+Mnemonic: SRSCAN\r
+Shortest abbreviation: S\r
+Full commands: SRSCAN\r
+ SRSCAN NO\r
+ SRSCAN CHART\r
+</literallayout>\r
+\r
+<para>The short-range scan gives you a considerable amount of information\r
+about the quadrant your starship is in. A short-range scan is best\r
+described by an example.</para>\r
+\r
+<screen>\r
+ 1 2 3 4 5 6 7 8 9 10\r
+ 1 * . . . . R . . . . Stardate 2516.3\r
+ 2 . . . E . . . . . . Condition RED \r
+ 3 . . . . . * . B . . Position 5 - 1, 2 - 4\r
+ 4 . . . S . . . . . . Life Support DAMAGED, Reserves=2.30\r
+ 5 . . . . . . . K . . Warp Factor 5.0\r
+ 6 . K . . . . . * . Energy 2176.24\r
+ 7 . . . . . P . . . . Torpedoes 3\r
+ 8 . . . . * . . . . . Shields UP, 42% 1050.0 units\r
+ 9 . * . . * . . . C . Klingons Left 12\r
+ 10 . . . . . . . . . . Time Left 3.72\r
+</screen>\r
+\r
+<para>The left part is a picture of the quadrant. The E at sector 2 -\r
+4 represents the Enterprise; the B at sector 3 - 8 is a starbase.\r
+There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2, and a\r
+Klingon Commander (C) at 9 - 9. The (GULP)\r
+<quote>Super-commander</quote> (S) is occupies sector 4 - 4, and a\r
+Romulan (R) is at 1 - 6. A planet (P) is at sector 7 - 6. There are\r
+also a large number of stars (*). The periods (.) are just empty\r
+space—they are printed to help you get your bearings. Sector 6\r
+- 4 contains a black hole ( ).</para>\r
+\r
+<para>The information on the right is assorted status information. You\r
+can get this alone with the STATUS command. The status information\r
+will be absent if you type <quote>N</quote> after SRSCAN. Otherwise\r
+status information will be presented.</para>\r
+\r
+<para>If you type <quote>C</quote> after SRSCAN, you will be given a\r
+short-range scan and a Star Chart.</para>\r
+\r
+<para>Short-range scans are free. That is, they use up no energy and no\r
+time. If you are in battle, doing a short-range scan does not give\r
+the enemies another chance to hit you. You can safely do a\r
+short-range scan anytime you like.</para>\r
+\r
+<para>If your short-range sensors are damaged, this command will only show\r
+the contents of adjacent sectors.</para>\r
+\r
+</sect1>\r
+<sect1><title>Status Report</title>\r
+\r
+<literallayout>\r
+Mnemonic: STATUS\r
+Shortest abbreviation: ST\r
+</literallayout>\r
+\r
+<para>This command gives you information about the current state of your\r
+starship as follows:</para>\r
+\r
+<variablelist>\r
+<varlistentry>\r
+<term>STARDATE</term>\r
+<listitem>\r
+<para>The current date. A stardate is the same as a day.</para>\r
+</listitem>\r
+</varlistentry>\r
+<varlistentry>\r
+<term>CONDITION</term>\r
+<listitem>\r
+<para>There are four possible conditions:</para>\r
+ <variablelist>\r
+ <varlistentry>\r
+ <term>DOCKED</term>\r
+ <listitem><para>docked at starbase.</para></listitem>\r
+ </varlistentry>\r
+ <varlistentry>\r
+ <term>RED</term>\r
+ <listitem><para>in battle.</para></listitem>\r
+ </varlistentry>\r
+ <varlistentry>\r
+ <term>YELLOW</term>\r
+ <listitem><para>low on energy (<1000 units)</para></listitem>\r
+ </varlistentry>\r
+ <varlistentry>\r
+ <term>GREEN</term>\r
+ <listitem><para>none of the above</para></listitem>\r
+ </varlistentry>\r
+ </variablelist>\r
+</listitem>\r
+</varlistentry>\r
+<varlistentry>\r
+<term>POSITION</term>\r
+<listitem>\r
+<para>Quadrant is given first, then sector</para>\r
+</listitem>\r
+</varlistentry>\r
+<varlistentry>\r
+<term>LIFE SUPPOR</term>\r
+<listitem>\r
+<para>If <quote>ACTIVE</quote> then life support systems are functioning\r
+normally. If on <quote>RESERVES</quote> the number is how many stardates your\r
+reserve food, air, etc. will last—you must get repairs made or get to\r
+starbase before your reserves run out.</para>\r
+</listitem>\r
+</varlistentry>\r
+<varlistentry>\r
+<term>WARP FACTOR</term>\r
+<listitem>\r
+<para>What your warp factor is currently set to.</para>\r
+</listitem>\r
+</varlistentry>\r
+<varlistentry>\r
+<term>ENERGY</term>\r
+<listitem>\r
+<para>The amount of energy you have left. If it drops to zero, you die.</para>\r
+</listitem>\r
+</varlistentry>\r
+<varlistentry>\r
+<term>TORPEDOES</term>\r
+<listitem>\r
+<para>How many photon torpedoes you have left.</para>\r
+</listitem>\r
+</varlistentry>\r
+<varlistentry>\r
+<term>SHIELDS</term>\r
+<listitem>\r
+<para>Whether your shields are up or down, how strong they are\r
+(what percentage of a hit they can deflect), and shield energy.</para> \r
+</listitem>\r
+</varlistentry>\r
+<varlistentry>\r
+<term>KLINGONS LEFT</term>\r
+<listitem>\r
+<para>How many of the Klingons are still out there.</para>\r
+</listitem>\r
+</varlistentry>\r
+<varlistentry>\r
+<term>TIME LEFT</term>\r
+<listitem>\r
+<para>How long the Federation can hold out against the\r
+present number of Klingons; that is, how long until the end\r
+if you do nothing in the meantime. If you kill Klingons\r
+quickly, this number will go up—if not, it will go down. If\r
+it reaches zero, the federation is conquered and you lose.</para>\r
+</listitem>\r
+</varlistentry>\r
+</variablelist>\r
+\r
+<para>Status information is free—it uses no time or energy, and if you are\r
+in battle, the Klingons are not given another chance to hit you.</para>\r
+\r
+<para>Status information can also be obtained by doing a short-range scan.\r
+See the SRSCAN command for details.</para>\r
+\r
+<para>Each item of information can be obtained singly by requesting it.\r
+See REQUEST command for details.</para>\r
+\r
+</sect1>\r
+<sect1><title>Long-Range Scan</title>\r
+\r
+<literallayout>\r
+Mnemonic: LRSCAN\r
+Shortest abbreviation: L\r
+</literallayout>\r
+\r
+<para>A long-range scan gives you general information about where you are\r
+and what is around you. Here is an example output.</para>\r
+\r
+<screen>\r
+ Long-range scan for Quadrant 5 - 1\r
+ -1 107 103\r
+ -1 316 5\r
+ -1 105 1000\r
+</screen>\r
+\r
+<para>This scan says that you are in row 5, column 1 of the 8 by 8 galaxy.\r
+The numbers in the scan indicate how many of each kind of thing there\r
+is in your quadrant and all adjacent quadrants. The digits are\r
+interpreted as follows.</para>\r
+\r
+<informaltable>\r
+<tgroup cols='2'>\r
+<tbody>\r
+<row>\r
+ <entry>Thousands digit:</entry>\r
+ <entry>1000 indicates a supernova (only)</entry>\r
+</row>\r
+<row>\r
+ <entry>Hundreds digit:</entry>\r
+ <entry>number of Klingons present</entry>\r
+</row>\r
+<row>\r
+ <entry>Tens digit:</entry>\r
+ <entry>number of starbases present</entry>\r
+</row>\r
+<row>\r
+ <entry>Ones digit:</entry>\r
+ <entry>number of stars present</entry>\r
+</row>\r
+</tbody>\r
+</tgroup>\r
+</informaltable>\r
+\r
+<para>For example, in your quadrant (5 - 1) the number is 316, which\r
+indicates 3 Klingons, 1 starbase, and 6 stars. The long-range\r
+scanner does not distinguish between ordinary Klingons and Klingon\r
+command ships. If there is a supernova, as in the quadrant below and\r
+to your right (quadrant 6 - 2), there is nothing else in the\r
+quadrant. </para>\r
+\r
+<para>Romulans possess a <quote>cloaking device</quote> which prevents\r
+their detection by long-range scan. Because of this fact, Starfleet\r
+Command is never sure how many Romulans are <quote>out there</quote>.\r
+When you kill the last Klingon, the remaining Romulans surrender to\r
+the Federation.</para>\r
+\r
+<para>Planets are also undetectable by long-range scan. The only way to\r
+detect a planet is to find it in your current quadrant with the\r
+short-range sensors.</para>\r
+\r
+<para>Since you are in column 1, there are no quadrants to your left. The\r
+minus ones indicate the negative energy barrier at the edge of the\r
+galaxy, which you are not permitted to cross.</para>\r
+\r
+<para>Long-range scans are free. They use up no energy or time, and can be\r
+done safely regardless of battle conditions.</para>\r
+</sect1>\r
+<sect1><title>Star Chart</title>\r
+\r
+<literallayout>\r
+Mnemonic: CHART\r
+Shortest abbreviation: C\r
+</literallayout>\r
+\r
+<para>As you proceed in the game, you learn more and more about what things\r
+are where in the galaxy. When ever you first do a scan in a quadrant,\r
+telemetry sensors are ejected which will report any changes in the\r
+quadrant(s) back to your ship, providing the sub-space radio is\r
+working. Spock will enter this information in the chart. If the radio\r
+is not working, Spock can only enter new information discovered from\r
+scans, and information in other quadrants may be obsolete.</para>\r
+\r
+<para>The chart looks like an 8 by 8 array of numbers. These numbers are\r
+interpreted exactly as they are on a long-range scan. A period (.) in\r
+place of a digit means you do not know that information yet. For\r
+example, ... means you know nothing about the quadrant, while .1.\r
+menas you know it contains a base, but an unknown number of Klingons\r
+and stars.</para>\r
+\r
+<para>Looking at the star chart is a free operation. It costs neither time\r
+nor energy, and can be done safely whether in or out of battle.</para>\r
+\r
+</sect1>\r
+<sect1><title>Damage Report</title>\r
+\r
+<literallayout>\r
+Mnemonic: DAMAGES\r
+Shortest abbreviation: DA\r
+</literallayout>\r
+\r
+<para>At any time you may ask for a damage report to find out what devices\r
+are damaged and how long it will take to repair them. Naturally,\r
+repairs proceed faster at a starbase.</para>\r
+\r
+<para>If you suffer damages while moving, it is possible that a subsequent\r
+damage report will not show any damage. This happens if the time\r
+spent on the move exceeds the repair time, since in this case the\r
+damaged devices were fixed en route.</para>\r
+\r
+<para>Damage reports are free. They use no energy or time, and can be done\r
+safely even in the midst of battle.</para>\r
+\r
+</sect1> 9\r
+<sect1><title>Move Under Warp Drive</title>\r
+\r
+<literallayout>\r
+Mnemonic: MOVE\r
+Shortest abbreviation: M\r
+Full command: MOVE MANUAL <displacement>\r
+ MOVE AUTOMATIC <estination*gt;\r
+</literallayout>\r
+\r
+<para>This command is the usual way to move from one place to another\r
+within the galaxy. You move under warp drive, according to the\r
+current warp factor (see <quote>WARP FACTOR</quote>).</para>\r
+\r
+<para>There are two command modes for movement: MANUAL and AUTOMATIC.\r
+The manual mode requires the following format:</para>\r
+\r
+<screen>\r
+ MOVE MANUAL <deltax> <deltay>\r
+</screen>\r
+\r
+<para><deltax> and <deltay> are the horizontal and vertical\r
+displacements for your starship, in quadrants; a displacement of one\r
+sector is 0.1 quadrants. Specifying <deltax> and <deltay>\r
+causes your ship to move in a straight line to the specified\r
+destination. If <deltay> is omitted, it is assumed zero. For\r
+example, the shortest possible command to move one sector to the right\r
+would be</para>\r
+\r
+<screen>\r
+ M M .1\r
+</screen>\r
+\r
+<para>The following examples of manual movement refer to the short-range\r
+scan shown earlier.</para>\r
+\r
+<screen>\r
+ Destination Sector Manual Movement command\r
+ 3 - 1 M M -.3 -.1\r
+ 2 - 1 M M -.3\r
+ 1 - 2 M M -.2 .1\r
+ 1 - 4 M M 0 .1\r
+ (leaving quadrant) M M 0 .2\r
+</screen>\r
+\r
+<para>The automatic mode is as follows:</para>\r
+\r
+<screen>\r
+ MOVE AUTOMATIC <qrow> <qcol> <srow> <scol>\r
+</screen>\r
+\r
+<para><para>where <qrow> and <qcol> are the row and column\r
+numbers of the destination quadrant, and <srow> and <scol>\r
+are the row and column numbers of thedestination sector in that\r
+quadrant. This command also moves your ship in a straight line path\r
+to the destination. For moving within a quadrant, <qrow> and\r
+<qcol> may be omitted. For example, to move to sector 2 - 9 in\r
+the current quadrant, the shortest command would be</para>\r
+\r
+<screen>\r
+ M A 2 9\r
+</screen>\r
+\r
+<para>To move to quadrant 3 - 7, sector 5 - 8, type</para>\r
+\r
+<screen>\r
+ M A 3 7 5 8\r
+</screen>\r
+\r
+<para>and it will be done. In automatic mode, either two or four numbers\r
+must be supplied.</para>\r
+\r
+<para>Automatic mode utilizes the ship's <quote>battle computer.</quote> If the\r
+computer is damaged, manual movement must be used.</para>\r
+\r
+<para>If warp engines are damaged less than 10 stardates (undocked) you can\r
+still go warp 4.</para>\r
+\r
+<para>It uses time and energy to move. How much time and how much energy\r
+depends on your current warp factor, the distance you move, and\r
+whether your shields are up. The higher the warp factor, the faster\r
+you move, but higher warp factors require more energy. You may move\r
+with your shields up, but this doubles the energy required.</para>\r
+\r
+<para>You can move within a quadrant without being attacked if you just\r
+entered the quadrant or have been attacked since your last move\r
+command. This enables you to move and hit them before they\r
+retaliate.</para>\r
+\r
+</sect1>\r
+<sect1><title>Warp Factor</title>\r
+\r
+<literallayout>\r
+Mnemonic: WARP\r
+Shortest abbreviation: W\r
+Full command: WARP <number>\r
+</literallayout>\r
+\r
+<para>Your warp factor controls the speed of your starship. The larger the\r
+warp factor, the faster you go and the more energy you use.</para>\r
+\r
+<para>Your minimum warp factor is 1.0 and your maximum warp factor is 10.0\r
+(which is 100 times as fast and uses 1000 times as much energy). At\r
+speeds above warp 6 there is some danger of causing damage to your\r
+warp engines; this damage is larger at higher warp factors and also\r
+depends on how far you go at that warp factor.</para>\r
+\r
+<para>At exactly warp 10 there is some probability of entering a\r
+so-called <quote>time warp</quote> and being thrown foward or backward\r
+in time. The farther you go at warp 10, the greater is the\r
+probability of entering the time warp.</para>\r
+\r
+</sect1>\r
+<sect1><title>Impulse Engines</title>\r
+\r
+<literallayout>\r
+Mnemonic: IMPULSE\r
+Shortest abbreviation: I\r
+Full command: IMPULSE MANUAL <displacement>\r
+ IMPULSE AUTOMATIC <destination>\r
+</literallayout>\r
+\r
+<para>The impulse engines give you a way to move when your warp engines are\r
+damaged. They move you at a speed of 0.95 sectors per stardate,\r
+which is the equivalent of a warp factor of about 0.975, so they are\r
+much too slow to use except in emergencies.</para>\r
+\r
+<para>Movement commands are indicated just as in the <quote>MOVE</quote> command.</para>\r
+\r
+<para>The impulse engines require 20 units of energy to engage, plus 10\r
+units per sector (100 units per quadrant) traveled. It does not cost\r
+extra to move with the shields up.</para>\r
+\r
+</sect1>\r
+<sect1><title>Deflector Shields</title>\r
+\r
+<literallayout>\r
+Mnemonic: SHIELDS\r
+Shortest abbreviation: SH\r
+Full commands: SHIELDS UP\r
+ SHIELDS DOWN\r
+ SHIELDS TRANSFER <amount of energy to transfer>\r
+</literallayout>\r
+\r
+<para>Your deflector shields are a defensive device to protect you from\r
+Klingon attacks (and nearby novas). As the shields protect you, they\r
+gradually weaken. A shield strength of 75%, for example, means that\r
+the next time a Klingon hits you, your shields will deflect 75% of\r
+the hit, and let 25% get through to hurt you.</para>\r
+\r
+<para>It costs 50 units of energy to raise shields, nothing to lower them.\r
+You may move with your shields up; this costs nothing under impulse\r
+power, but doubles the energy required for warp drive.</para>\r
+\r
+<para>Each time you raise or lower your shields, the Klingons have another\r
+chance to attack. Since shields do not raise and lower\r
+instantaneously, the hits you receive will be intermediate between\r
+what they would be if the shields were completely up or completely\r
+down. </para>\r
+\r
+<para>You may not fire phasers through your shields. However you may use\r
+the <quote>high-speed shield control</quote> to lower shields, fire phasers, and\r
+raise the shields again before the Klingons can react. Since rapid\r
+lowering and raising of the shields requires more energy than normal\r
+speed operation, it costs you 200 units of energy to activate this\r
+control. It is automatically activated when you fire phasers while\r
+shields are up. You may fire photon torpedoes, but they may be\r
+deflected considerably from their intended course as they pass\r
+through the shields (depending on shield strength).</para>\r
+\r
+<para>You may transfer energy beteen the ship's energy (given as\r
+<quote>Energy</quote> in the status) and the shields. Thee word\r
+<quote>TRANSFER</quote> may be abbreviated <quote>T</quote>. The\r
+ammount of energy to transfer is the number of units of energy you\r
+wish to take from the ship's energy and put into the shields. If you\r
+specify an negative number, energy is drained from the shields to the\r
+ship. Transfering energy constitutes a turn. If you transfer energy\r
+to the shields while you are under attack, they will be at the new\r
+energy level when you are next hit.</para>\r
+\r
+<para>Enemy torpedoes hitting your ship explode on your shields (if they\r
+are up) and have essentially the same effect as phaser hits.</para>\r
+\r
+</sect1>\r
+<sect1><title>Phasers</title>\r
+\r
+<literallayout>\r
+Mnemonic: PHASERS\r
+Shortest abbreviation: P\r
+Full commands: PHASERS AUTOMATIC <AMOUNT TO FIRE> <NO>\r
+ PHASERS <AMOUNT TO FIRE> <NO>\r
+ PHASERS MANUAL <NO> <AMOUNT 1> <AMOUNT 2>...<AMOUNT N> \r
+</literallayout>\r
+\r
+<para>Phasers are energy weapons. As you fire phasers at Klingons, you\r
+specify an <quote>amount to fire</quote> which is drawn from your\r
+energy reserves. The amount of total hit required to kill an enemy is\r
+partly random. but also depends on skill level.</para>\r
+\r
+<para>The average hit required to kill an ordinary Klingon varies from 200\r
+units in the Novice game to 250 units in the Emeritus game.\r
+Commanders normally require from 600 (Novice) to 700 (Emeritus). The\r
+Super-commander requres from 875 (Good) to 1000 (Emeritus). Romulans\r
+require an average of 350 (Novice) to 450 (Emeritus).</para>\r
+\r
+<para>Hits on enemies are cumulative, as long as you don't leave the\r
+quadrant. </para>\r
+\r
+<para>In general, not all that you fire will reach the Klingons. The\r
+farther away they are, the less phaser energy will reach them. If a\r
+Klingon is adjacent to you, he will receive about 90% of the phaser\r
+energy directed at him; a Klingon 5 sectors away will receive about\r
+60% and a Klingon 10 sectors away will receive about 35%. There is\r
+some randomness involved, so these figures are not exact. Phasers\r
+have no effect beyond the boundaries of the quadrant you are in.</para>\r
+\r
+<para>Phasers may overheat (and be damaged) if you fire too large a burst\r
+at once. Firing up to 1500 units is safe. From 1500 on up the\r
+probability of overheat increases with the amount fired.</para>\r
+\r
+<para>If phaser firing is automatic, the computer decides how to\r
+divide up your <amount to fire> among the Klingons present. If\r
+phaser firing is manual, you specify how much energy to fire at each\r
+Klingon present (nearest first), rather than just specifying a total\r
+amount. You can abreviate <quote>MANUAL</quote> and\r
+<quote>AUTOMATIC</quote> to one or more letters; if you mention\r
+neither, automatic fire is usually assumed.</para>\r
+\r
+<para>Battle computer information is available by firing phasers manually,\r
+and allowing the computer to prompt you. If you enter zero for the\r
+amount to fire at each enemy, you will get a complete report, without\r
+cost. The battle computer will tell you how much phaser energy to\r
+fire at each enemy for a sure kill. This information appears in\r
+parentheses prior to the prompt for each enemy. Since the amount is\r
+computed from sensor data, if either the computer or the S.R. sensors\r
+are damaged, this information will be unavailable, and phasers must\r
+be fired manually.</para>\r
+\r
+<para>A safety interlock prevents phasers from being fired through\r
+the shields. If this were not so, the shields would contain your fire\r
+and you would fry yourself. However, you may utilize the\r
+<quote>high-speed shield control</quote> to drop shields, fire\r
+phasers, and raise shields before the enemy can react. Since it takes\r
+more energy to work the shields rapidly with a shot, it costs you 200\r
+units of energy each time you activate this control. It is\r
+automatically activated when you fire phasers while the shields are\r
+up. By specifying the <no> option, shields are not raised after\r
+firing.</para>\r
+\r
+<para>Phasers have no effect on starbases (which are shielded) or on\r
+stars.</para>\r
+\r
+</sect1>\r
+<sect1><title>Report</title>\r
+\r
+<literallayout>\r
+Mnemonic: REPORT\r
+Shortest abbreviation: REP\r
+</literallayout>\r
+\r
+<para>This command supplies you with information about the state of the\r
+current game. Its purpose is to remind you of things that you have\r
+learned during play, but may have forgotten, and cannot otherwise\r
+retrieve if you are not playing at a hard-copy terminal.</para>\r
+\r
+<para>You are told the following things:</para>\r
+\r
+<itemizedlist>\r
+<listitem><para>The length and skill level of the game you are playing</para></listitem>\r
+<listitem><para>The original number of Klingons</para></listitem>\r
+<listitem><para>How many Klingons you have destroyed</para></listitem>\r
+<listitem><para>Whether the Super-Commander has been destroyed</para></listitem>\r
+<listitem><para>How many bases have been destroyed</para></listitem>\r
+<listitem><para>How many bases are left</para></listitem>\r
+<listitem><para>What bases (if any) are under attack; your subspace radio\r
+must have been working since the attack to get this \r
+information.</para></listitem>\r
+<listitem><para>How many casualties you have suffered</para></listitem>\r
+<listitem><para>How many times you have called for help.</para></listitem>\r
+</itemizedlist>\r
+\r
+<para>This same information is automatically given to you when you start to\r
+play a frozen game.</para>\r
+\r
+</sect1>\r
+<sect1><title>Computer</title>\r
+\r
+<literallayout>\r
+Mnemonic: COMPUTER\r
+Shortest abbreviation: CO\r
+</literallayout>\r
+\r
+<para>This command allows using the ship's computer (if functional) to\r
+calculate travel times and energy usage.</para>\r
+\r
+</sect1>\r
+<sect1><title>Photon Torpedoes</title>\r
+\r
+<literallayout>\r
+Mnemonic: PHOTONS\r
+Shortest abbreviation: PHO\r
+Full commands: PHOTONS <NUMBER> <TARG1> <TARG2> <TARG3>\r
+</literallayout>\r
+\r
+<para>Photon torpedoes are projectile weapons—you either hit what you aim\r
+at, or you don't. There are no <quote>partial hits</quote>.</para>\r
+\r
+<para>One photon torpedo will usually kill one ordinary Klingon, but it\r
+usually takes about two for a Klingon Commander. Photon torpedoes\r
+can also blow up stars and starbases, if you aren't careful.</para>\r
+\r
+<para>You may fire photon torpedoes singly, or in bursts of two or three.\r
+Each torpedo is individually targetable. The computer will prompt\r
+you, asking for the target sector for each torpedo. Alternately, you\r
+may specify each target in the command line.</para>\r
+\r
+<para>Photon torpedoes cannot be aimed precisely—there is always some\r
+randomness involved in the direction they go. Photon torpedoes may\r
+be fired with your shields up, but as they pass through the shields\r
+they are randomly deflected from their intended course even more.</para>\r
+\r
+<para>Photon torpedoes are proximity-fused. The closer they explode to the\r
+enemy, the more damage they do. There is a hit <quote>window</quote> about one\r
+sector wide. If the torpedo misses the hit window, it does not\r
+explode and the enemy is unaffected. Photon torpedoes are only\r
+effective within the quadrant. They have no effect on things in\r
+adjacent quadrants.</para>\r
+\r
+<para>If more than one torpedo is fired and only one target sector is\r
+specified, all torpedoes are fired at that sector. For example, to\r
+fire two torpedoes at sector 3 - 4, you type</para>\r
+\r
+<screen>\r
+ PHO 2 3 4 (or) PHO 2 3 4 3 4\r
+</screen>\r
+\r
+<para>To fire torpedoes at, consecutively, sectors 2 - 6, 1 - 10, and 4 -\r
+7, type</para>\r
+\r
+<screen>\r
+ PHO 3 2 6 1 10 4 7\r
+</screen>\r
+\r
+<para>There is no restriction to fire directly at a sector. For example,\r
+you can enter</para>\r
+\r
+<screen>\r
+ PHO 1 3 2.5\r
+</screen>\r
+\r
+<para>to aim between two sectors. However, sector numbers must be 1 to 10\r
+inclusive.</para>\r
+\r
+</sect1>\r
+<sect1><title>Dock at Starbase</title>\r
+\r
+<literallayout>\r
+Mnemonic: DOCK\r
+Shortest abbreviation: D\r
+</literallayout>\r
+\r
+<para>You may dock your starship whenever you are in one of the eight\r
+sector positions immediately adjacent to a starbase. When you dock,\r
+your starship is resupplied with energy, shield energy photon\r
+torpedoes, and life support reserves. Repairs also proceed faster at\r
+starbase, so if some of your devices are damaged, you may wish to stay\r
+at base (by using the <quote>REST</quote> command) until they are\r
+fixed. If your ship has more than its normal maximum energy (which\r
+can happen if you've loaded crystals) the ship's energy is not\r
+changed.</para>\r
+\r
+<para>You may not dock while in standard orbit around a planet.</para>\r
+\r
+<para>Starbases have their own deflector shields, so you are completely\r
+safe from phaser attack while docked. You are also safe from\r
+long-range tractor beams.</para>\r
+\r
+<para>Starbases also have both short and long range sensors, which you can\r
+use if yours are broken. There's also a subspace radio to get\r
+information about happenings in the galaxy. Mr. Spock will update the\r
+star chart if your ask for it while docked and your own radio is dead.</para>\r
+\r
+</sect1>\r
+<sect1><title>Rest</title>\r
+\r
+<literallayout>\r
+Mnemonic: REST\r
+Shortest abbreviation: R\r
+Full command: REST <NUMBER OF STARDATES>\r
+</literallayout>\r
+\r
+<para>This command simply allows the specified number of stardates to go\r
+by. This is useful if you have suffered damages and wish to wait\r
+until repairs are made before you go back into battle.</para>\r
+\r
+<para>It is not generally advisable to rest while you are under attack by\r
+Klingons.</para>\r
+\r
+</sect1>\r
+<sect1><title>Call Starbase for Help</title>\r
+\r
+<literallayout>\r
+Mnemonic: CALL\r
+(No abbreviation)\r
+</literallayout>\r
+\r
+<para>[Originally, this command was called <quote>HELP</quote>, but\r
+these days it might be misinterpreted as built-in\r
+documentation!]</para>\r
+\r
+<para>When you get into serious trouble, you may call starbase for\r
+help. Starbases have a device called a <quote>long-range transporter\r
+beam</quote> which they can use to teleport you to base. This works\r
+by dematerializing your starship at its current position and\r
+re-materializing it adjacent to the nearest starbase. Teleportation\r
+is instantaneous, and starbase supplies the required energy—all\r
+you have to do is let them know (via subspace radio) that you need to\r
+be rescued.</para>\r
+\r
+<para>This command should be employed only when absolutely necessary. In\r
+the first place, calling for help is an admission on your part that\r
+you got yourself into something you cannot get yourself out of, and\r
+you are heavily penalized for this in the final scoring. Secondly,\r
+the long-range transporter beam is not reliable—starbase can always\r
+manage to dematerialize your starship, but (depending on distance)\r
+may or may not be able to re-materialize you again. The long-range\r
+transporter beam has no absolute maximum range; if you are in the\r
+same quadrant as a starbase, you have a good chance (about 90%) of\r
+re-materializing successfully. your chances drop to roughly 50-50 at\r
+just over 3 quadrants.</para>\r
+\r
+</sect1>\r
+<sect1><title>Abandon Ship</title>\r
+\r
+<literallayout>\r
+Mnemonic: ABANDON\r
+(no abbreviation)\r
+</literallayout>\r
+\r
+<para>You may abandon the Enterprise if necessary. If there is still a\r
+starbase in the galaxy, you will be sent there and put in charge of a\r
+weaker ship, the Faerie Queene.</para>\r
+\r
+<para>The Faerie Queene cannot be abandoned.</para>\r
+\r
+</sect1>\r
+<sect1><title>Self-Destruct</title>\r
+\r
+<literallayout>\r
+Mnemonic: DESTRUCT\r
+(no abbreviation)\r
+</literallayout>\r
+\r
+<para>You may self-destruct, thus killing yourself and ending the game. If\r
+there are nearby Klingons, you may take a few of them with you (the\r
+more energy you have left, the bigger the bang).</para>\r
+\r
+<para>In order to self-destruct you must remember the password you typed in\r
+at the beginning of the game.</para>\r
+\r
+</sect1>\r
+<sect1><title>Quit Game</title>\r
+\r
+<literallayout>\r
+Mnemonic: QUIT\r
+(no abbreviation)\r
+</literallayout>\r
+\r
+<para>Immediately cancel the current game; no conclusion is reached. You\r
+will be given an opportunity to start a new game or to leave the Star\r
+Trek program.</para>\r
+\r
+</sect1>\r
+<sect1><title>Sensor-Scan</title>\r
+\r
+<literallayout>\r
+Mnemonic: SENSORS\r
+Shortest abbreviation: SE\r
+</literallayout>\r
+\r
+<para>Utilizing the short-range sensors, science officer Spock gives you a\r
+readout on any planet in your quadrant. Planets come in three\r
+classes: M, N, and O. Only class M planets have earth-like\r
+conditions. Spock informs you if the planet has any dilithium\r
+crystals. Sensor scans are free.</para>\r
+\r
+</sect1>\r
+<sect1><title>Enter Standard Orbit</title>\r
+\r
+<literallayout>\r
+Mnemonic: ORBIT\r
+Shortest abbreviation: O\r
+</literallayout>\r
+\r
+<para>To land on a planet you must first be in standard orbit. You achieve\r
+this in a manner similar to docking at starbase. Moving to one of\r
+the eight sector positions immediately adjacent to the planet, you\r
+give the orbit command which puts your ship into standard orbit about\r
+the planet. Since this is a maneuver, a small amount of time is\r
+used; negligible energy is required. If enemies are present, they\r
+will attack.</para>\r
+\r
+</sect1>\r
+<sect1><title>Transporter Travel</title>\r
+\r
+<literallayout>\r
+Mnemonic: TRANSPORT\r
+Shortest abbreviation: T\r
+</literallayout>\r
+\r
+<para>The transporter is a device which can convert any physical object\r
+into energy, beam the energy through space, and reconstruct the\r
+physical object at some destination. Transporting is one way to land\r
+on a planet. Since the transporter has a limited range, you must be\r
+in standard orbit to beam down to a planet. Shields must be down\r
+while transporting.</para>\r
+\r
+<para>The transport command is used to beam a landing party onto a planet\r
+to mine <quote>dilithium crystals</quote>. Each time the command is given the\r
+landing party (which you lead) moves from the ship to the planet, or\r
+vice-versa.</para>\r
+\r
+<para>You are advised against needless transporting, since like all\r
+devices, the transporter will sometimes malfunction.</para>\r
+\r
+<para>The transporter consumes negligible time and energy. Its use does\r
+not constitute a <quote>turn</quote>.</para>\r
+\r
+</sect1>\r
+<sect1><title>Shuttle Craft</title>\r
+\r
+<literallayout>\r
+Mnemonic: SHUTTLE\r
+Shortest abbreviation: SHU\r
+</literallayout>\r
+\r
+<para>An alternate way to travel to and from planets. Because of limited\r
+range, you must be in standard orbit to use the shuttle craft, named\r
+"Galileo". Shields must be down.</para>\r
+\r
+<para>Unlike transporting, use of the shuttle craft does constitute a\r
+<quote>turn</quote> since time is consumed. The time naturally\r
+depends on orbit altitude, and is equal to 3.0e-5 times altitude.\r
+Shuttling uses no ship energy.</para>\r
+\r
+<para>You should use the same travel device going from the planet to the\r
+ship as you use to go from the ship to the planet. However it is\r
+possible to transport to the planet and have the Galileo crew come\r
+and pick your landing party up, or to take the Galileo to the planet\r
+and then transport back, leaving the shuttle craft on the planet.</para>\r
+\r
+</sect1>\r
+<sect1><title>Mine Dilithium Crystals</title>\r
+\r
+<literallayout> \r
+Mnemonic: MINE\r
+Shortest abbreviation: MI\r
+</literallayout>\r
+\r
+<para>Once you and your mining party are on the surface of a planet which\r
+has dilithium crystals, this command will dig them for you.</para>\r
+\r
+<para>Mining requires time and constitutes a <quote>turn</quote>. No\r
+energy is used. Class M planets require 0.1 to 0.3 stardates to mine.\r
+Class N planets take twice as long, and class O planets take three\r
+times as long.</para>\r
+\r
+<para>Dilithium crystals contain enormous energy in a form that is readily\r
+released in the ship's power system. It is an excellent idea to mine\r
+them whenever possible, for use in emergencies. You keep the\r
+crystals until the game is over or you abandon ship when not at a\r
+starbase.</para>\r
+\r
+</sect1>\r
+<sect1><title>Load Dilithium Crystals</title>\r
+\r
+<literallayout> \r
+Mnemonic: CRYSTALS\r
+Shortest abbreviation: CR\r
+</literallayout>\r
+\r
+<para>This is a very powerful command which should be used with caution.\r
+Once you have dilithium crystals aboard ship, this command will\r
+instruct engineering officer Scott and Mr. Spock to place a raw\r
+dilithium crystal into the power channel of the ship's\r
+matter-antimatter converter. When it works, this command will\r
+greatly boost the ship's energy.</para>\r
+\r
+<para>Because the crystals are raw and impure, instabilities can occur in\r
+the power channel. Usually Scotty can control these. When he\r
+cannot, the results are disastrous. Scotty will use those crystals\r
+that appear to be most stable first.</para>\r
+\r
+<para>Since using raw dilithium crystals for this purpose entails\r
+considerable risk, Starfleet Regulations allow its use only during\r
+"condition yellow". No time or energy is used.</para>\r
+\r
+</sect1>\r
+<sect1><title>Planet Report</title>\r
+\r
+<literallayout> \r
+Mnemonic: PLANETS\r
+Shortest abbreviation: PL\r
+</literallayout>\r
+\r
+<para>Mr. Spock presents you a list of the available information on planets\r
+in the galaxy. Since planets do not show up on long-range scans, the\r
+only way to obtain this information is with the <quote>SENSORS</quote> command.</para>\r
+\r
+</sect1>\r
+<sect1><title>Freeze</title>\r
+\r
+<literallayout> \r
+Mnemonic: FREEZE\r
+(no abbreviation)\r
+Full command: FREEZE <FILE NAME>\r
+</literallayout>\r
+\r
+<para>The purpose of the FREEZE command is to allow a player to save the\r
+current state of the game, so that it can be finished later. A\r
+plaque may not be generated from a frozen game. A file with the\r
+specified <file name> and type '.TRK' is created (if necessary) in\r
+the current directory, and all pertinent information about the game\r
+is written to that file. The game may be continued as usual or be\r
+terminated at the user's option.</para>\r
+\r
+<para>To restart a game created by the <quote>FREEZE</quote> command,\r
+the user need only type <quote>FROZEN</quote> in response to the\r
+initial question about the type of game desired, followed by the\r
+<file name>.</para>\r
+\r
+<para>NOTE: A <quote>tournament</quote> game is like a frozen game,\r
+with the following differences. (1) Tournament games always start\r
+from the beginning, while a frozen game can start at any point. (2)\r
+Tournament games require only that the player remember the name or\r
+number of the tournament, while the information about a frozen game\r
+must be kept on a file. Tournament games can be frozen, but then they\r
+behave like regular frozen games.</para>\r
+\r
+<para>A point worth noting is that 'FREEZE' does not save the seed for the\r
+random number generator, so that identical actions after restarting\r
+the same frozen game can lead to different results. However,\r
+identical actions after starting a given tournament game always lead\r
+to the same results.</para>\r
+\r
+</sect1>\r
+<sect1><title>Request</title>\r
+\r
+<literallayout> \r
+Mnemonic: REQUEST\r
+Shortest abbreviation: REQ\r
+Full command: REQUEST <ITEM>\r
+</literallayout>\r
+\r
+<para>This command allows you to get any single piece of information\r
+from the <STATUS> command. <ITEM> specifies which\r
+information as follows:</para>\r
+\r
+<informaltable> \r
+<tgroup cols='3'>\r
+<thead>\r
+<row>\r
+ <entry>Information</entry>\r
+ <entry>Mnemonic for <item></entry>\r
+ <entry>Shortest Abbreviation</entry>\r
+</row>\r
+</thead>\r
+<tbody>\r
+<row><entry>STARDATE</entry> <entry>DATE</entry> <entry>D</entry></row>\r
+<row><entry>CONDITION</entry> <entry>CONDITION</entry> <entry>C</entry></row>\r
+<row><entry>POSITION</entry> <entry>POSITION</entry> <entry>P</entry></row>\r
+<row><entry>LIFE SUPPORT</entry><entry>LSUPPORT</entry> <entry>L</entry></row> \r
+<row><entry>WARP FACTOR</entry> <entry>WARPFACTOR</entry><entry>W</entry></row>\r
+<row><entry>ENERGY</entry> <entry>ENERGY</entry> <entry>E</entry></row>\r
+<row><entry>TORPEDOES</entry> <entry>TORPEDOES</entry> <entry>T</entry></row>\r
+<row><entry>SHIELDS</entry> <entry>SHIELDS</entry> <entry>S</entry></row>\r
+<row><entry>KLINGONS LEFT</entry><entry>KLINGONS</entry> <entry>K</entry></row>\r
+<row><entry>TIME LEFT</entry> <entry>TIME</entry> <entry>TI</entry></row>\r
+</tbody>\r
+</tgroup>\r
+</informaltable>\r
+\r
+</sect1>\r
+<sect1><title>Experimental Death Ray</title>\r
+\r
+<literallayout>\r
+Mnemonic: DEATHRAY\r
+(No abbreviation)\r
+</literallayout>\r
+\r
+<para>This command should be used only in those desperate cases where\r
+you have absolutely no alternative. The death ray uses energy to\r
+rearrange matter. Unfortunately, its working principles are not yet\r
+thoroughly understood, and the results are highly\r
+unpredictable.</para>\r
+\r
+<para>The only good thing that can result is the destruction of all\r
+enemies in your current quadrant. This will happen about 70% of the\r
+time. Only enemies are destroyed; starbases, stars, and planets are\r
+unaffected.</para>\r
+\r
+<para>Constituting the remaining 30% are results varying from bad to\r
+fatal.</para>\r
+\r
+<para>The death ray requires no energy or time, but if you survive, enemies\r
+will hit you.</para>\r
+\r
+<para>The Faerie Queene has no death ray.</para>\r
+\r
+<para>If the death ray is damaged in its use, it must be totally replaced.\r
+This can only be done at starbase. Because it is a very complex\r
+device, it takes 9.99 stardates at base to replace the death ray.\r
+The death ray cannot be repaired in flight.</para>\r
+\r
+</sect1>\r
+<sect1><title>Launch Deep Space Probe</title>\r
+\r
+<literallayout>\r
+Mnemonic: PROBE\r
+Shortest abbreviation: PR\r
+Full command: PROBE <ARMED> MANUAL <displacement>\r
+ PROBE <ARMED> AUTOMATIC <destination>\r
+</literallayout>\r
+\r
+<para>The Enterprise carries a limited number of Long Range Probes. These\r
+fly to the end of the galaxy and report back a count of the number of\r
+important things found in each quadrant through which it went. The\r
+probe flies at warp 10, and therefore uses time during its flight.\r
+Results are reported immediately via subspace radio and are recorded\r
+in the star chart.</para>\r
+\r
+<para>The probe can also be armed with a NOVAMAX warhead. When launched\r
+with the warhead armed, the probe flies the same except as soon as it\r
+reaches the target location, it detonates the warhead in the heart of\r
+a star, causing a supernova and destroying everything in the\r
+quadrant. It then flies no further. There must be a star in the\r
+target quadrant for the NOVAMAX to function. </para>\r
+\r
+<para>The probe can fly around objects in a galaxy, but is destroyed if it\r
+enters a quadrant containing a supernova, or if it leaves the galaxy.</para>\r
+\r
+<para>The target location is specified in the same manner as the MOVE\r
+command, however for automatic movement, if only one pair of\r
+coordinates are specified they are assumed to be the quadrant and not\r
+the sector in the current quadrant!</para>\r
+\r
+<para>The Faerie Queene has no probes.</para>\r
+\r
+</sect1>\r
+<sect1><title>Emergency Exit</title>\r
+\r
+<literallayout>\r
+Mnemonic: EMEXIT\r
+Shortest abbreviation: E\r
+</literallayout>\r
+\r
+<para>This command provides a quick way to exit from the game when you\r
+observe a Klingon battle cruiser approaching your terminal. Its\r
+effect is to freeze the game on the file 'EMSAVE.TRK' in your current\r
+directory, erase the screen, and exit.</para>\r
+\r
+<para>Of course, you do lose the chance to get a plaque when you use this\r
+maneuver.</para>\r
+\r
+</sect1>\r
+<sect1><title>Ask for Help</title>\r
+\r
+<literallayout>\r
+Mnemonic: HELP\r
+Full command: HELP <command>\r
+</literallayout>\r
+\r
+<para>This command reads the appropriate section from the SST.DOC file,\r
+providing the file is in the current directory.</para>\r
+\r
+</sect1>\r
+</chapter>\r
+<chapter><title>Miscellaneous Notes</title>\r
+\r
+<para>Starbases can be attacked by either commanders or by the\r
+<quote>Super-Commander</quote>. When this happens, you will be\r
+notified by subspace radio, provided it is working. The message will\r
+inform you how long the base under attack can last. Since the\r
+<quote>Super-Commander</quote> is more powerful than an ordinary\r
+commander, he can destroy a base more quickly.</para>\r
+\r
+<para>The <quote>Super-Commander</quote> travels around the galaxy at a speed of about\r
+warp 6 or 7. His movement is strictly time based; the more time\r
+passes, the further he can go.</para>\r
+\r
+<para>Scattered through the galaxy are certain zones of control,\r
+collectively designated the <quote>Romulan Neutral Zone</quote>. Any\r
+quadrant which contains Romulans without Klingons is part of the\r
+Neutral Zone, except if a base is present. Since Romulans do not show\r
+on either the long-range scan or the star chart, it is easy for you to\r
+stumble into this zone. When you do, if your subspace radio is\r
+working, you will receive a warning message from the Romulan, politely\r
+asking you to leave.</para>\r
+\r
+<para>In general, Romulans are a galactic nuisance.</para>\r
+\r
+<para>The high-speed shield control is fairly reliable, but it has been\r
+known to malfunction.</para>\r
+\r
+<para>You can observe the galactic movements of the\r
+<quote>Super-Commander</quote> on the star chart, provided he is in\r
+territory you have scanned and your subspace radio is working.</para>\r
+\r
+<para>Periodically, you will receive intelligence reports from\r
+starfleet command, indicating the current quadrant of the\r
+<quote>Super-Commander</quote>. Your subspace radio must be working,\r
+of course.</para>\r
+\r
+<para>Each quadrant will contain from 0 to 3 black holes. Torpedoes\r
+entering a black hole disappear. In fact, anything entering a black\r
+hole disappears, permanently. If you can displace an enemy into one,\r
+he is a goner. Black holes do not necessarily remain in a quadrant.\r
+they are transient phenomena.</para>\r
+\r
+<para>Commanders will ram your ship, killing themselves and inflicting\r
+heavy damage to you, if they should happen to decide to advance into\r
+your sector.</para>\r
+\r
+<para>You can get a list of commands by typing\r
+<quote>COMMANDS</quote>.</para>\r
+\r
+</chapter>\r
+<chapter><title>Scoring</title>\r
+\r
+<para>Scoring is fairly simple. You get points for good things, and you\r
+lose points for bad things.</para>\r
+\r
+<para>You gain—</para>\r
+\r
+<orderedlist>\r
+<listitem><para>10 points for each ordinary Klingon you kill,</para></listitem>\r
+<listitem><para>50 points for each commander you kill,</para></listitem>\r
+<listitem><para>200 points for killing the <quote>Super-Commander</quote>,</para></listitem>\r
+<listitem><para>20 points for each Romulan killed,</para></listitem>\r
+<listitem><para>1 point for each Romulan captured.</para></listitem>\r
+<listitem>\r
+<para>100 times your average Klingon/stardate kill rate. If you lose\r
+the game, your kill rate is based on a minimum of 5 stardates.</para>\r
+</listitem>\r
+<listitem>\r
+<para>You get a bonus if you win the game, based on your rating:</para>\r
+<para>Novice=100, Fair=200, Good=300, Expert=400, Emeritus=500.</para>\r
+</listitem>\r
+</orderedlist>\r
+\r
+<para>You lose—</para>\r
+\r
+<orderedlist>\r
+<listitem><para>200 points if you get yourself killed,</para></listitem>\r
+<listitem><para>100 points for each starbase you destroy,</para></listitem>\r
+<listitem><para>100 points for each starship you lose,</para></listitem>\r
+<listitem><para>45 points for each time you had to call for help,</para></listitem>\r
+<listitem><para>10 points for each planet you destroyed,</para></listitem>\r
+<listitem><para>5 points for each star you destroyed, and</para></listitem>\r
+<listitem><para>1 point for each casualty you incurred.</para></listitem>\r
+</orderedlist>\r
+\r
+<para>In addition to your score, you may also be promoted one grade in rank\r
+if you play well enough. Promotion is based primarily on your\r
+Klingon/stardate kill rate, since this is the best indicator of\r
+whether you are ready to go on to the next higher rating. However,\r
+if you have lost 100 or more points in penalties, the required kill\r
+rate goes up. Normally, the required kill rate is 0.1 * skill *\r
+(skill + 1.0) + 0.1, where skill ranges from 1 for Novice to 5 for\r
+Emeritus.</para>\r
+\r
+<para>You can be promoted from any level. There is a special\r
+promotion available if you go beyond the <quote>Expert</quote> range.\r
+You can also have a certificate of merit printed with your name, date,\r
+and Klingon kill rate, provided you are promoted from either the\r
+<quote>Expert</quote> or <quote>Emeritus</quote> levels. This\r
+<quote>plaque</quote> requires a 132 column printer. You may need\r
+print the certificate to a file, import it into your word processor,\r
+selecting Courier 8pt font, and then print in <quote>landscape\r
+orientation</quote>.</para>\r
+\r
+<para>You should probably start out at the novice level, even if you are\r
+already familiar with one of the other versions of the Star Trek\r
+game—but, of course, the level of game you play is up to you. If\r
+you want to start at the Expert level, go ahead. It's your funeral.\r
+The emeritus game is strictly for masochists.</para>\r
+\r
+</chapter>\r
+<chapter><title>Handy Reference Page</title>\r
+\r
+<literallayout format='linespecific' class='monospaced'>\r
+ ABBREV FULL COMMAND DEVICE USED\r
+ ------ ------------ -----------\r
+ ABANDON ABANDON shuttle craft\r
+ C CHART (none)\r
+ CALL CALL (for help) subspace radio\r
+ CO COMPUTER computer\r
+ CR CRYSTALS (none)\r
+ DA DAMAGES (none)\r
+ DEATHRAY DEATHRAY (none) \r
+ DESTRUCT DESTRUCT computer\r
+ D DOCK (none)\r
+ E EMEXIT (none)\r
+ FREEZE FREEZE <FILE NAME> (none)\r
+ I IMPULSE <MANUAL> <DISPLACEMENT> impulse engines\r
+ IMPULSE AUTOMATIC <DESTINATION> impulse engines and computer\r
+ L LRSCAN long-range sensors\r
+ MI MINE (none)\r
+ M MOVE <MANUAL> <DISPLACEMENT> warp engines\r
+ MOVE AUTOMATIC <DESTINATION> warp engines and computer\r
+ O ORBIT warp or impulse engines\r
+ P PHASERS <TOTAL AMOUNT> phasers and computer\r
+ PHASERS AUTOMATIC <TOTAL AMOUNT> phasers, computer, sr sensors\r
+ PHASERS MANUAL <AMT1> <AMT2> ... phasers\r
+ PHO PHOTONS <NUMBER> <TARGETS> torpedo tubes \r
+ PL PLANETS (none)\r
+ PR PROBE <ARMED> <MANUAL> <DISPLACEMENT> probe launcher, radio \r
+ PROBE <ARMED> AUTOMATIC <DESTINATION> launcher, radio, computer\r
+ REP REPORT (none)\r
+ REQ REQUEST (none)\r
+ R REST <NUMBER OF STARDATES> (none)\r
+ QUIT QUIT (none)\r
+ S SRSCAN <NO or CHART> short-range sensors\r
+ SE SENSORS short-range sensors\r
+ SH SHIELDS <UP, DOWN, or TRANSFER> deflector shields\r
+ SHU SHUTTLE shuttle craft\r
+ ST STATUS (none)\r
+ T TRANSPORT transporter\r
+ W WARP <FACTOR> (none)\r
+\r
+ L. R. Scan: thousands digit: supernova\r
+ hundreds digit: Klingons\r
+ tens digit: starbases\r
+ ones digit: stars\r
+ period (.): digit not known (star chart only)\r
+\r
+Courses are given in manual mode in X - Y displacements; in automatic\r
+ mode as destination quadrant and/or sector. Manual mode is default.\r
+Distances are given in quadrants. A distance of one sector is 0.1 quadrant.\r
+Ordinary Klingons have about 400 units of energy, Commanders about\r
+ 1200. Romulans normally have about 800 units of energy, and the\r
+ (GULP) "Super-Commander" has about 1800.\r
+Phaser fire diminishes to about 60 percent at 5 sectors. Up to 1500\r
+ units may be fired in a single burst without danger of overheat.\r
+Warp 6 is the fastest safe speed. At higher speeds, engine damage\r
+ may occur. At warp 10 you may enter a time warp.\r
+Shields cost 50 units of energy to raise, and double the power\r
+ requirements of moving under warp drive. Engaging the high-speed\r
+ shield control requires 200 units of energy.\r
+Warp drive requires (distance)*(warp factor cubed) units of energy\r
+ to travel at a speed of (warp factor squared)/10 quadrants per stardate.\r
+Impulse engines require 20 units to warm up, plus 100 units per\r
+ quadrant. Speed is just under one sector per stardate.\r
+</literallayout>\r
+\r
+</chapter>\r
+<chapter><title>Game History and Modifications</title>\r
+\r
+<sect1><title>Tom Almy's story</title>\r
+\r
+<para>Back in (about) 1977 I got a copy of this Super Star Trek game for\r
+the CDC 6600 mainframe computer. Someone had converted it to PDP-11\r
+Fortran but couldn't get it to run because of its size. I modified\r
+the program to use overlays and managed to shoehorn it in on the 56k\r
+byte machine.</para>\r
+\r
+<para>I liked the game so much I put some time into fixing bugs, mainly\r
+what could be called continuity errors and loopholes in the game's\r
+logic. We even played a couple tournaments.</para>\r
+\r
+<para>In 1979, I lost access to that PDP-11. I did save the source code\r
+listing. In 1995, missing that old friend, I started converting the\r
+program into portable ANSI C. It's been slow, tedious work that took\r
+over a year to accomplish.</para>\r
+\r
+<para>In early 1997, I got the bright idea to look for references to\r
+<quote>Super Star Trek</quote> on the World Wide Web. There weren't\r
+many hits, but there was one that came up with 1979 Fortran sources!\r
+This version had a few additional features that mine didn't have,\r
+however mine had some feature it didn't have. So I merged its features\r
+that I liked. I also took a peek at the DECUS version (a port, less\r
+sources, to the PDP-10), and some other variations.</para>\r
+\r
+<para>Modifications I made:</para>\r
+\r
+<para>Compared to original version, I've changed the\r
+<quote>help</quote> command to <quote>call</quote> and the\r
+<quote>terminate</quote> command to <quote>quit</quote> to better\r
+match user expectations. The DECUS version apparently made those\r
+changes as well as changing <quote>freeze</quote> to\r
+<quote>save</quote>. However I like <quote>freeze</quote>.</para>\r
+\r
+<para>I added EMEXIT from the 1979 version.</para>\r
+\r
+<para>That later version also mentions srscan and lrscan working when\r
+docked (using the starbase's scanners), so I made some changes here\r
+to do this (and indicating that fact to the player), and then\r
+realized the base would have a subspace radio as well — doing a\r
+Chart when docked updates the star chart, and all radio reports will\r
+be heard. The Dock command will also give a report if a base is under\r
+attack.</para>\r
+\r
+<para>It also had some added logic to spread the initial positioning of\r
+bases. That made sense to add because most people abort games with\r
+bad base placement.</para>\r
+\r
+<para>The experimental deathray originally had only a 5% chance of success,\r
+but could be used repeatedly. I guess after a couple years of use, it\r
+was less <quote>experimental</quote> because the 1979 version had a 70% success\r
+rate. However it was prone to breaking after use. I upgraded the\r
+deathray, but kept the original set of failure modes (great humor!).</para>\r
+\r
+<para>I put in the Tholian Web code from the 1979 version.</para>\r
+\r
+<para>I added code so that Romulans and regular Klingons could move in \r
+advanced games. I re-enabled the code which allows enemy ships to\r
+ram the Enterprise; it had never worked right. The 1979 version\r
+seems to have it all fixed up, but I'm still not overly happy with\r
+the algorithm.</para>\r
+\r
+<para>The DECUS version had a Deep Space Probe. Looked like a good idea\r
+so I implemented it based on its description.</para>\r
+\r
+</sect1>\r
+<sect1><title>Eric Raymond's story</title>\r
+\r
+<para>I played the FORTRAN version of this game in the mid-1970s on a\r
+DEC minicomputer. In the late 1980s Dave Matuszek and I became\r
+friends; I was vaguely aware that he had had something to do with the\r
+original Star Trek game. In October 2004, sitting in Dave's living\r
+room, we got to talking about the game and I realized it would make a\r
+great exhibit for the <ulink\r
+url='http://www.catb.org/retro/'>Retrocomputing Museum</ulink>.</para>\r
+\r
+<para>A few quick web searches later we found Tom Almy's page. We\r
+downloaded his code and Dave verified that that it was a direct\r
+descendent of UT Super Star Trek — even though it had been translated\r
+to C, he was able to recognize names and techniques from the FORTRAN\r
+version.</para>\r
+\r
+<para>Thus, this game is a cousin of Eric Allman's BSD Trek game, which is\r
+also derived from UT Super Star Trek. However, this one has had a lot\r
+more stuff folded into it over the years — deep space probes,\r
+dilithium mining, the Tholian Web, and so forth.</para>\r
+\r
+<para>One signature trait of this group of variants is that the sectors are\r
+10x10 rather than the 8x8 in Mike Mayfield's 1972 original and its\r
+BASIC descendants) Also, you set courses and firing directions with\r
+rectangular rather than polar coordinates. It also preserves the\r
+original numbered quadrants rather than the astronomically-named \r
+quadrants introduced into many BASIC versions.</para>\r
+\r
+<para>This game is now an open-source project; see the <ulink\r
+url='http://developer.berlios.de/projects/sst/'>project\r
+site</ulink>.</para>\r
+\r
+<para>Here are some good pages on the history of Star Trek games:</para>\r
+\r
+<itemizedlist>\r
+<listitem><para>\r
+<ulink url='http://www.dunnington.u-net.com/public/startrek/'>http://www.dunnington.u-net.com/public/startrek/</ulink>\r
+</para></listitem>\r
+<listitem><para>\r
+<ulink url='http://www3.sympatico.ca/maury/games/space/star_trek.html'>http://www3.sympatico.ca/maury/games/space/star_trek.html</ulink>\r
+</para></listitem>\r
+<listitem><para>\r
+<ulink url='http://www.cactus.org/%7Enystrom/startrek.html'>http://www.cactus.org/%7Enystrom/startrek.html</ulink>\r
+</para></listitem>\r
+</itemizedlist>\r
+\r
+<para>Modifications I made:</para>\r
+\r
+<itemizedlist>\r
+<listitem><para>\r
+I converted the flat-text SST.DOC file to XML-Docbook so it could be webbed.\r
+(That's what you're reading now.)\r
+</para></listitem>\r
+<listitem><para>\r
+I cleaned up a lot of grubby FORTRANisms in the code internals.\r
+</para></listitem>\r
+<listitem><para>\r
+I fixed a surprising number of typos in the code and documentation.\r
+</para></listitem>\r
+<listitem><para>\r
+I changed the freeze logic to emit an identifiable magic number and \r
+the thaw logic to check for it.\r
+</para></listitem>\r
+</itemizedlist>\r
+\r
+</sect1>\r
+<sect1><title>Authors' Acknowledgments</title>\r
+\r
+<para>These are the original acknowledgments by Dave Matuszek and Paul\r
+Reynolds:</para>\r
+\r
+<para>The authors would like to thank Professor Michael Duggan for his\r
+encouragement and administrative assistance with the development of\r
+the Star Trek game, without which it might never have been completed.</para>\r
+\r
+<para>Much credit is due to Patrick McGehearty and Rich Cohen, who assisted\r
+with the original design of the game and contributed greatly to its\r
+conceptual development.</para>\r
+\r
+<para>Thanks are also due to Carl Strange, Hardy Tichenor and Steven Bruell\r
+for their assistance with certain coding problems.</para>\r
+\r
+<para>This game was inspired by and rather loosely based on an earlier\r
+game, programmed in the BASIC language, by Jim Korp and Grady Hicks.\r
+It is the authors' understanding that the BASIC game was in turn\r
+derived from a still earlier version in use at Penn State University.</para>\r
+\r
+</sect1>\r
+<sect1><title>References</title>\r
+\r
+<orderedlist>\r
+<listitem><para><citetitle>Star Trek</citetitle> (the original television\r
+series), produced and directed by Gene Rodenberry.</para></listitem>\r
+\r
+<listitem><para><citetitle>Star Trek</citetitle> (the animated\r
+television series), produced by Gene Rodenberry and directed by Hal\r
+Sutherland. Also excellent, and not just kiddie fare. If you enjoyed\r
+the original series you should enjoy this one (unless you have some\r
+sort of a hangup about watching cartoons).</para></listitem>\r
+\r
+<listitem><para><citetitle>The Making of Star Trek</citetitle>, by\r
+Steven E. Whitfield and Gene Rodenberry. The best and most complete\r
+readily available book about Star Trek. (Ballantine\r
+Books)</para></listitem>\r
+\r
+<listitem><para><citetitle>The World of Star Trek</citetitle>, by\r
+David Gerrold. Similiar in scope to the above book.\r
+(Bantam)</para></listitem>\r
+\r
+<listitem><para><citetitle>The Star Trek Guide</citetitle>, third revision 4/17/67, by Gene\r
+Roddenberry. The original writer's guide for the television\r
+series, but less comprehensive than (3) above.\r
+(Norway Productions)</para></listitem>\r
+\r
+<listitem><para><citetitle>The Trouble With Tribbles</citetitle>, by\r
+David Gerrold. Includes the complete script of this popular show.\r
+(Ballantine Books)</para></listitem>\r
+\r
+<listitem><para><citetitle>Star Trek</citetitle>, <citetitle>Star Trek\r
+2</citetitle>, ..., <citetitle>Star Trek 9</citetitle>, by James\r
+Blish. The original shows in short story form.\r
+(Bantam)</para></listitem>\r
+\r
+<listitem><para><citetitle>Spock Must Die</citetitle>, by James Blish.\r
+An original novel, but rather similar to the show <citetitle>The Enemy\r
+Within</citetitle>. (Bantam)</para></listitem>\r
+\r
+<listitem><para>Model kits of the Enterprise and a <quote>Klingon\r
+Battle-Cruiser</quote> by AMT Corporation are available at most hobby\r
+shops.</para></listitem>\r
+</orderedlist>\r
+\r
+</sect1>\r
+</chapter>\r
+</book>\r
+++ /dev/null
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-\r
-\r
- Produced For Your Enjoyment\r
-\r
- By\r
-\r
- David Matuszek\r
- and\r
- Paul Reynolds\r
-\r
- With Modifications By\r
- Don Smith\r
-\r
- Resurrected By\r
- Tom Almy\r
- \r
- Permission is hereby granted for the copying, distribution,\r
- modification and use of this program and associated documentation\r
- for recreational purposes, provided that all references to the\r
- authors are retained. However, permission is not and will not be\r
- granted for the sale or promotional use of this program or program\r
- documentation, or for use in any situation in which profit may be\r
- considered an objective, since it is the desire of the authors to\r
- respect the copyrights of the originators of Star Trek.\r
-\r
-\f ----------TABLE OF CONTENTS----------\r
-\r
-\r
-\r
- SECTION PAGE\r
-\r
-\r
- INTRODUCTION TO THE GAME . . . . . . . . . . . . . . 1\r
-\r
- HOW TO ISSUE COMMANDS. . . . . . . . . . . . . . . . 4\r
-\r
- DESCRIPTIONS OF COMMANDS . . . . . . . . . . . . . . 5\r
-\r
- SHORT-RANGE SCAN. . . . . . . . . . . . . . . . 5\r
- STATUS REPORT . . . . . . . . . . . . . . . . . 6\r
- LONG-RANGE SCAN . . . . . . . . . . . . . . . . 7\r
- STAR CHART. . . . . . . . . . . . . . . . . . . 8\r
- DAMAGE REPORT . . . . . . . . . . . . . . . . . 8\r
- MOVE UNDER WARP DRIVE . . . . . . . . . . . . . 9\r
- WARP FACTOR . . . . . . . . . . . . . . . . . . 10\r
- IMPULSE ENGINES . . . . . . . . . . . . . . . . 10\r
- DEFLECTOR SHIELDS . . . . . . . . . . . . . . . 11\r
- PHASERS . . . . . . . . . . . . . . . . . . . . 12\r
- REPORT. . . . . . . . . . . . . . . . . . . . . 13\r
- COMPUTER. . . . . . . . . . . . . . . . . . . . 13\r
- PHOTON TORPEDOES. . . . . . . . . . . . . . . . 14\r
- DOCK AT STARBASE. . . . . . . . . . . . . . . . 15\r
- REST. . . . . . . . . . . . . . . . . . . . . . 15\r
- CALL STARBASE FOR HELP. . . . . . . . . . . . . 15\r
- ABANDON SHIP. . . . . . . . . . . . . . . . . . 16\r
- SELF-DESTRUCT . . . . . . . . . . . . . . . . . 16\r
- TERMINATE THE CURRENT GAME. . . . . . . . . . . 16\r
- SENSOR-SCAN . . . . . . . . . . . . . . . . . . 17\r
- ENTER STANDARD ORBIT. . . . . . . . . . . . . . 17\r
- TRANSPORTER-TRAVEL. . . . . . . . . . . . . . . 17\r
- SHUTTLE CRAFT . . . . . . . . . . . . . . . . . 18\r
- MINE DILITHIUM CRYSTALS . . . . . . . . . . . . 18\r
- LOAD DILITHIUM CRYSTALS . . . . . . . . . . . . 18\r
- PLANET REPORT . . . . . . . . . . . . . . . . . 19\r
- FREEZE. . . . . . . . . . . . . . . . . . . . . 19\r
- REQUEST . . . . . . . . . . . . . . . . . . . . 20\r
- EXPERIMENTAL DEATH RAY. . . . . . . . . . . . . 20\r
- LAUNCH DEEP SPACE PROBE . . . . . . . . . . . . 21\r
- EMERGENCY EXIT. . . . . . . . . . . . . . . . . 21\r
- ASK FOR HELP. . . . . . . . . . . . . . . . . . 21\r
-\r
-\r
- MISCELLANEOUS NOTES. . . . . . . . . . . . . . . . . 22\r
-\r
- SCORING. . . . . . . . . . . . . . . . . . . . . . . 23\r
-\r
- HANDY REFERENCE PAGE . . . . . . . . . . . . . . . . 24\r
-\r
- MODIFICATIONS. . . . . . . . . . . . . . . . . . . . 25\r
-\r
- ACKNOWLEDGMENTS. . . . . . . . . . . . . . . . . . . 26\r
-\r
- REFERENCES . . . . . . . . . . . . . . . . . . . . . 26\r
-\r
-\r
-\r
-\f -----INTRODUCTION TO THE GAME----- 1\r
-\r
-\r
-The Organian Peace Treaty has collapsed, and the Federation is at war\r
-with the Klingon Empire. Joining the Klingons against the Federation\r
-are the members of the "Romulan Star Empire." As commander of the\r
-Starship U.S.S. Enterprise, your job is to wipe out the Klingon\r
-invasion fleet and make the galaxy safe for democracy.\r
-\r
-Your battleground is the entire galaxy, which for convenience is\r
-divided up into eight rows of eight quadrants each, like a\r
-checkerboard. Rows are numbered from top to bottom, and columns are\r
-numbered left to right, so quadrant 1 - 8 would be in the upper right\r
-hand corner of the galaxy.\r
-\r
-During battle you will be concerned only with those enemies that\r
-occupy the same quadrant as yourself. Quadrants are divided up into\r
-sectors: ten rows of ten sectors each. Sectors are numbered in the\r
-same way as quadrants, so the sector in the upper right corner is\r
-sector 1 - 10. You have a short-range scanner which allows you to\r
-look at the entire quadrant in a single display.\r
-\r
-Enemies recharge during your absence. If you leave a quadrant\r
-containing a weakened enemy, when you return to that quadrant he will\r
-be strong again. Also, each time you enter a quadrant, the positions\r
-of everthing in the quadrant (except your ship) are randomized, to\r
-save you the trouble of trying to remember where everything in the\r
-quadrant is. Notice that this refers only to the positions of things\r
-in the quadrant--the numbers of each kind of thing are not changed\r
-(except for black holes and the Super-commander, which move around\r
-the galaxy). If you kill something, it stays dead.\r
-\r
-The Romulans are not as serious a threat to the Federation as the\r
-Klingons. For one thing, there are not as many of them. For\r
-another, the Romulans are not as treacherous. However, Romulans are\r
-not to be trifled with, especially when you are in violation of the\r
-"Romulan Neutral Zone."\r
-\r
-There are two kinds of Klingons: Ordinary Klingons, which are bad\r
-enough, and Klingon Commanders, which are even worse. Commanders are\r
-about three times stronger than ordinary Klingons. Commanders are\r
-more resistant to your weapons. Commanders can move about during\r
-battle while Ordinary Klingons stay put. And finally, Commanders\r
-have a thing called a "long-range tractor beam" which they can use,\r
-at random intervals, to yank you away from what you are doing into\r
-their quadrant, to do battle with them. There is also a special\r
-commander, called the "Super-commander." This character is so bad he\r
-is reserved for the Good, Expert, and Emeritus games. Fortunately,\r
-there is just one Super-commander in a game. In addition to the\r
-undesirable traits of Commanders, he can move from quadrant to\r
-quadrant at will, seeking out and destroying your starbases and any\r
-helpful planets he runs across. He also has a spy planted aboard\r
-your ship, giving him valuable information about your condition.\r
-Using this information, he can do dastardly things like tractor beam\r
-your ship when you are in bad shape. And once you've been tractor\r
-beamed by the Super-commander ---\r
-\f 2\r
-But the advantages are not all on the side of the enemy. Your ship\r
-is more powerful, and has better weapons. Besides, in the this\r
-galaxy there are from two to five starbases, at which you can stop to\r
-refuel and lick your wounds, safe from phaser attack or tractor\r
-beams. But you had best not dally there too long, since time is not\r
-on your side. The Klingons are not just after you; they are\r
-attacking the entire Federation. There is always a finite "time\r
-left," which is how much longer the Federation can hold out if you\r
-just sit on your fat behind and do nothing. As you wipe out\r
-Klingons, you reduce the rate at which the invasion fleet weakens the\r
-Federation, and so the time left until the Federation collapses may\r
-actually increase. Since Klingons are the main threat to the\r
-Federation, the Romulans do not figure into the "time left." In\r
-fact, you need not kill all the Romulans to win. If you can get all\r
-the Klingons, the Federation will abide forever, and you have won the\r
-game.\r
-\r
-Space is vast, and it takes precious time to move from one place to\r
-another. In comparison, other things happen so quickly that we\r
-assume the take no time at all. Two ways that time can pass are when\r
-you move, or when you issue a command to sit still and rest for a\r
-period of time. You will sometimes want to do the latter, since the\r
-various devices aboard your starship may be damaged and require time\r
-to repair. Of course, repairs can be made more quickly at a starbase\r
-than than can in flight.\r
-\r
-In addition to Klingons, Romulans, and starbases, the galaxy contains\r
-(surprise) stars. Mostly, stars are a nuisance and just get in your\r
-way. You can trigger a star into going nova by shooting one of your\r
-photon torpedoes at it. When a star novas, it does a lot of dammage\r
-to anything immediately adjacent to it. If another star is adjacent\r
-to a nova, it too will go nova. Stars may also occasionally go\r
-supernova; a supernova in a quadrant destroys everything in the\r
-quadrant andmakes the quadrant permanently uninhabitable. You may\r
-"jump over" a quadrant containing a supernova when you move, but you\r
-should not stop there.\r
-\r
-Supernovas may happen spontaneously, without provocation. If a\r
-supernova occurs in the same quadrant you are in, your starship has\r
-an "emergency automatic override" which picks some random direction\r
-and some random warp factor, and tries to throw you clear of the\r
-supernova. If the supernova occurs in some other quadrant, you just\r
-get a warning message from starfleet about it (provided, of course,\r
-that your subspace radio is working).\r
-\r
-Also a few planets are scattered through the galaxy. These can\r
-sometimes be a great help since some of them will have "dilithium\r
-crystals," which are capable of replenishing the ship's energy\r
-supply. You can either beam down to the planet surface using the\r
-transporter, or take the shuttle craft "Galileo."\r
-\r
-Finally, each quadrant will contain from zero to three black holes.\r
-These can deflect or swallow torpedoes passing near them. They also\r
-swallow enemy ships knocked into them. If your ship enters one - - -\r
-\f 3\r
-Star Trek is a rich game, full of detail. These instructions are\r
-written at a moderate level--no attempt has been made fully to\r
-describe everything about the game, but there is quite a bit more\r
-here than you need to get started. If you are new to the game, just\r
-get a rough idea of the kinds of commands available, and start\r
-playing. After a game or two you will have learned everthing\r
-important, and the detailed command descriptions which follow will be\r
-a lot more meaningful to you.\r
-\r
-You have weapons: phasers and photon torpedoes. You have a defense:\r
-deflector shields. You can look at things: long-range scaners,\r
-short-range scanners, and a star chart. You can move about, under\r
-warp drive or impulse power. You can also dock at a starbase, rest\r
-while repairs are being made, abandon ship, self destruct, or give up\r
-and start a new game.\r
-\r
-The Klingons are waiting.\r
-\r
-\r
-\f -----HOW TO ISSUE COMMANDS----- 4\r
-\r
-When the game is waiting for you to enter a command it will print out\r
-\r
- COMMAND>\r
-\r
-You may then type in your command. All you have to remember for each\r
-command is the mnemonic. For example, if you want to move straight up\r
-one quadrant, you can type in the mnemonic (case insensitive)\r
-\r
- move\r
-\r
-and the computer will prompt you with\r
-\r
- Manual or automatic- \r
-\r
-Say you type in "manual". The computer then responds\r
-\r
- X and Y displacements- \r
-\r
-Now you type in "0 1" which specifies an X movement of zero and a Y\r
-movement of one.\r
-\r
-When you have learned the commands, you can avoid being prompted\r
-simply by typing in the information without waiting to be asked for\r
-it. For example, in the above example, you could simply type in\r
-\r
- move manual 0 1\r
-\r
-and it will be done. Or you could type in\r
-\r
- move manual\r
-\r
-and when the computer responds with the displacement prompt, you can type in\r
-\r
- 0 1\r
-\r
-and it will understand.\r
-\r
-You can abbreviate most mnemonics. For "move", you can use any of\r
-\r
- move mov mo m\r
-\r
-successfully. For your safety, certain critical commands (such as to\r
-abandon ship) must be written out in full. Also, in a few cases two\r
-or more commands begin with the same letter, and in this case that\r
-letter refers to a particular one of the commands; to get the other,\r
-your abbreviation must be two or more characters long. This sounds\r
-complicated, but you will learn the abbreviations quickly enough.\r
-\r
-What this all boils down to is:\r
- (1) You can abbreviate practically anything\r
- (2) If you forget, the computer will proompt you\r
- (3) If you remember, you can type it all on one line\r
-\r
-If you are part way through entering a command and you change your\r
-minde, you can cancel the command by typing -1 as one of the\r
-parameters, with the exception of the manual move command.\r
-\r
-If anything is not clear to you, experiment. The worst you can do is\r
-lose a game or two.\r
-\r
-\f-----DESCRIPTION OF COMMANDS----- 5\r
-\r
- ********************\r
- * SHORT-RANGE SCAN *\r
- ********************\r
-\r
- Mnemonic: SRSCAN\r
- Shortest abbreviation: S\r
- Full commands: SRSCAN\r
- SRSCAN NO\r
- SRSCAN CHART\r
-\r
-The short-range scan gives you a considerable amount of information\r
-about the quadrant your starship is in. A short-range scan is best\r
-described by an example.\r
-\r
- 1 2 3 4 5 6 7 8 9 10\r
- 1 * . . . . R . . . . Stardate 2516.3\r
- 2 . . . E . . . . . . Condition RED \r
- 3 . . . . . * . B . . Position 5 - 1, 2 - 4\r
- 4 . . . S . . . . . . Life Support DAMAGED, Reserves=2.30\r
- 5 . . . . . . . K . . Warp Factor 5.0\r
- 6 . K . . . . . * . Energy 2176.24\r
- 7 . . . . . P . . . . Torpedoes 3\r
- 8 . . . . * . . . . . Shields UP, 42% 1050.0 units\r
- 9 . * . . * . . . C . Klingons Left 12\r
- 10 . . . . . . . . . . Time Left 3.72\r
-\r
-\r
-The left part is a picture of the quadrant. The E at sector 2 - 4\r
-represents the Enterprise; the B at sector 3 - 8 is a starbase.\r
-There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2, and a\r
-Klingon Commander (C) at 9 - 9. The (GULP) "Super-commander" (S) is\r
-occupies sector 4 - 4, and a Romulan (R) is at 1 - 6. A planet (P)\r
-is at sector 7 - 6. There are also a large number of stars (*). The\r
-periods (.) are just empty space--they are printed to help you get\r
-your bearings. Sector 6 - 4 contains a black hole ( ).\r
-\r
-The information on the right is assorted status information. You can\r
-get this alone with the STATUS command. The status information will\r
-be absent if you type "N" after SRSCAN. Otherwise status information\r
-will be presented.\r
-\r
-If you type "C" after SRSCAN, you will be given a short-range scan\r
-and a Star Chart.\r
-\r
-Short-range scans are free. That is, they use up no energy and no\r
-time. If you are in battle, doing a short-range scan does not give\r
-the enemies another chance to hit you. You can safely do a\r
-short-range scan anytime you like.\r
-\r
-If your short-range sensors are damaged, this command will only show\r
-the contents of adjacent sectors.\r
-\r
-\f 6\r
- *****************\r
- * STATUS REPORT *\r
- *****************\r
-\r
- Mnemonic: STATUS\r
- Shortest abbreviation: ST\r
-\r
-This command gives you information about the current state of your\r
-starship as follows:\r
-\r
- STARDATE - The current date. A stardate is the same as a day.\r
-\r
- CONDITION - There are four possible conditions:\r
- DOCKED - docked at starbase.\r
- RED - in battle.\r
- YELLOW - low on energy (<1000 units)\r
- GREEN - none of the above\r
-\r
- POSITION - Quadrant is given first, then sector\r
- \r
- LIFE SUPPORT - If "ACTIVE" then life support systems are\r
- functioning normally. If on "RESERVES" the number is how many\r
- stardates your reserve food, air, etc. will last--you must\r
- get repairs made or get to starbase before your reserves run\r
- out. \r
-\r
- WARP FACTOR - What your warp factor is currently set to.\r
-\r
- ENERGY - The amount of energy you have left. If it drops to zero,\r
- you die.\r
-\r
- TORPEDOES - How many photon torpedoes you have left.\r
-\r
- SHIELDS - Whether your shields are up or down, how strong they are\r
- (what percentage of a hit they can deflect), and shield\r
- energy. \r
-\r
- KLINGONS LEFT - How many of the Klingons are still out there.\r
-\r
- TIME LEFT - How long the Federation can hold out against the\r
- present number of Klingons; that is, how long until the end\r
- if you do nothing in the meantime. If you kill Klingons\r
- quickly, this number will go up--if not, it will go down. If\r
- it reaches zero, the federation is conquered and you lose.\r
-\r
-Status information is free--it uses no time or energy, and if you are\r
-in battle, the Klingons are not given another chance to hit you.\r
-\r
-Status information can also be obtained by doing a short-range scan.\r
-See the SRSCAN command for details.\r
-\r
-Each item of information can be obtained singly by requesting it.\r
-See REQUEST command for details.\r
-\r
-\f 7\r
- *******************\r
- * LONG-RANGE SCAN *\r
- *******************\r
-\r
- Mnemonic: LRSCAN\r
- Shortest abbreviation: L\r
-\r
-A long-range scan gives you general information about where you are\r
-and what is around you. Here is an example output.\r
-\r
- Long-range scan for Quadrant 5 - 1\r
- -1 107 103\r
- -1 316 5\r
- -1 105 1000\r
-\r
-This scan says that you are in row 5, column 1 of the 8 by 8 galaxy.\r
-The numbers in the scan indicate how many of each kind of thing there\r
-is in your quadrant and all adjacent quadrants. The digits are\r
-interpreted as follows.\r
-\r
- Thousands digit: 1000 indicates a supernova (only)\r
- Hundreds digit: number of Klingons present\r
- Tens digit: number of starbases present\r
- Ones digit: number of stars present\r
-\r
-For example, in your quadrant (5 - 1) the number is 316, which\r
-indicates 3 Klingons, 1 starbase, and 6 stars. The long-range\r
-scanner does not distinguish between ordinary Klingons and Klingon\r
-command ships. If there is a supernova, as in the quadrant below and\r
-to your right (quadrant 6 - 2), there is nothing else in the\r
-quadrant. \r
-\r
-Romulans possess a "cloaking device" which prevents their detection\r
-by long-range scan. Because of this fact, Starfleet Command is never\r
-sure how many Romulans are "out there". When you kill the last\r
-Klingon, the remaining Romulans surrender to the Federation.\r
-\r
-Planets are also undetectable by long-range scan. The only way to\r
-detect a planet is to find it in your current quadrant with the\r
-short-range sensors.\r
-\r
-Since you are in column 1, there are no quadrants to your left. The\r
-minus oones indicate the negative energy barrier at the edge of the\r
-galaxy, which you are not permitted to cross.\r
-\r
-Long-range scans are free. They use up no energy or time, and can be\r
-done safely regardless of battle conditions.\r
-\f 8\r
- **************\r
- * STAR CHART *\r
- **************\r
-\r
- Mnemonic: CHART\r
- Shortest abbreviation: C\r
-\r
-As you proceed in the game, you learn more and more about what things\r
-are where in the galaxy. When ever you first do a scan in a quadrant,\r
-telemetry sensors are ejected which will report any changes in the\r
-quadrant(s) back to your ship, providing the sub-space radio is\r
-working. Spock will enter this information in the chart. If the radio\r
-is not working, Spock can only enter new information discovered from\r
-scans, and information in other quadrants may be obsolete.\r
-\r
-The chart looks like an 8 by 8 array of numbers. These numbers are\r
-interpreted exactly as they are on a long-range scan. A period (.) in\r
-place of a digit means you do not know that information yet. For\r
-example, ... means you know nothing about the quadrant, while .1.\r
-menas you know it contains a base, but an unknown number of Klingons\r
-and stars.\r
-\r
-Looking at the star chart is a free operation. It costs neither time\r
-nor energy, and can be done safely whether in or out of battle.\r
-\r
-\r
- *****************\r
- * DAMAGE REPORT *\r
- *****************\r
-\r
- Mnemonic: DAMAGES\r
- Shortest abbreviation: DA\r
-\r
-At any time you may ask for a damage report to find out what devices\r
-are damaged and how long it will take to repair them. Naturally,\r
-repairs proceed faster at a starbase.\r
-\r
-If you suffer damages while moving, it is possible that a subsequent\r
-damage report will not show any damage. This happens if the time\r
-spent on the move exceeds the repair time, since in this case the\r
-damaged devices were fixed en route.\r
-\r
-Damage reports are free. They use no energy or time, and can be done\r
-safely even in the midst of battle.\r
-\r
-\f 9\r
- *************************\r
- * MOVE UNDER WARP DRIVE *\r
- *************************\r
-\r
- Mnemonic: MOVE\r
- Shortest abbreviation: M\r
- Full command: MOVE MANUAL <displacement>\r
- MOVE AUTOMATIC <destination>\r
-\r
-This command is the usual way to move from one place to another\r
-within the galaxy. You move under warp drive, according to the\r
-current warp factor (see "WARP FACTOR").\r
-\r
-There are two command modes for movement: MANUAL and AUTOMATIC. The\r
-manual mode requires the following format:\r
-\r
- MOVE MANUAL <deltax> <deltay>\r
-\r
-<deltax> and <deltay> are the horizontal and vertical displacements\r
-for your starship, in quadrants; a displacement of one sector is 0.1\r
-quadrants. Specifying <deltax> and <deltay> causes your ship to move\r
-in a straight line to the specified destination. If <deltay> is\r
-omitted, it is assumed zero. For example, the shortest possible\r
-command to move one sector to the right would be\r
-\r
- M M .1\r
-\r
-The following examples of manual movement refer to the short-range\r
-scan shown earlier.\r
-\r
- Destination Sector Manual Movement command\r
- 3 - 1 M M -.3 -.1\r
- 2 - 1 M M -.3\r
- 1 - 2 M M -.2 .1\r
- 1 - 4 M M 0 .1\r
- (leaving quadrant) M M 0 .2\r
-\r
-\r
-The automatic mode is as follows:\r
-\r
- MOVE AUTOMATIC <qrow> <qcol> <srow> <scol>\r
-\r
-where <qrow> and <qcol> are the row and column numbers of the\r
-destination quadrant, and <srow> and <scol> are the row and column\r
-numbers of thedestination sector in that quadrant. This command also\r
-moves your ship in a straight line path to the destination. For\r
-moving within a quadrant, <qrow> and <qcol> may be omitted. For\r
-example, to move to sector 2 - 9 in the current quadrant, the\r
-shortest command would be\r
-\r
- M A 2 9\r
-\r
-To move to quadrant 3 - 7, sector 5 - 8, type\r
-\r
- M A 3 7 5 8\r
-\r
-and it will be done. In automatic mode, either two or four numbers\r
-must be supplied.\r
-\f 10\r
-Automatic mode utilizes the ship's "battle computer." If the\r
-computer is damaged, manual movement must be used.\r
-\r
-If warp engines are damaged less than 10 stardates (undocked) you can\r
-still go warp 4.\r
-\r
-It uses time and energy to move. How much time and how much energy\r
-depends on your current warp factor, the distance you move, and\r
-whether your shields are up. The higher the warp factor, the faster\r
-you move, but higher warp factors require more energy. You may move\r
-with your shields up, but this doubles the energy required.\r
-\r
-You can move within a quadrant without being attacked if you just\r
-entered the quadrant or have been attacked since your last move\r
-command. This enables you to move and hit them before they\r
-retaliate. \r
-\r
-\r
- ***************\r
- * WARP FACTOR *\r
- ***************\r
-\r
- Mnemonic: WARP\r
- Shortest abbreviation: W\r
- Full command: WARP <number>\r
-\r
-Your warp factor controls the speed of your starship. The larger the\r
-warp factor, the faster you go and the more energy you use.\r
-\r
-Your minimum warp factor is 1.0 and your maximum warp factor is 10.0\r
-(which is 100 times as fast and uses 1000 times as much energy). At\r
-speeds above warp 6 there is some danger of causing damage to your\r
-warp engines; this damage is larger at higher warp factors and also\r
-depends on how far you go at that warp factor.\r
-\r
-At exactly warp 10 there is some probability of entering a so-called\r
-"time warp" and being thrown foward or backward in time. The farther\r
-you go at warp 10, the greater is the probability of entering the\r
-time warp.\r
-\r
-\r
- *******************\r
- * IMPULSE ENGINES *\r
- *******************\r
-\r
- Mnemonic: IMPULSE\r
- Shortest abbreviation: I\r
- Full command: IMPULSE MANUAL <displacement>\r
- IMPULSE AUTOMATIC <destination>\r
-\r
-The impulse engines give you a way to move when your warp engines are\r
-damaged. They move you at a speed of 0.95 sectors per stardate,\r
-which is the equivalent of a warp factor of about 0.975, so they are\r
-much too slow to use except in emergencies.\r
-\r
-Movement commands are indicated just as in the "MOVE" command.\r
-\r
-The impulse engines require 20 units of energy to engage, plus 10\r
-units per sector (100 units per quadrant) traveled. It does not cost\r
-extra to move with the shields up.\r
-\f 11\r
- *********************\r
- * DEFLECTOR SHIELDS *\r
- *********************\r
-\r
- Mnemonic: SHIELDS\r
- Shortest abbreviation: SH\r
- Full commands: SHIELDS UP\r
- SHIELDS DOWN\r
- SHIELDS TRANSFER <amount of energy to transfer>\r
-\r
-Your deflector shields are a defensive device to protect you from\r
-Klingon attacks (and nearby novas). As the shields protect you, they\r
-gradually weaken. A shield strength of 75%, for example, means that\r
-the next time a Klingon hits you, your shields will deflect 75% of\r
-the hit, and let 25% get through to hurt you.\r
-\r
-It costs 50 units of energy to raise shields, nothing to lower them.\r
-You may move with your shields up; this costs nothing under impulse\r
-power, but doubles the energy required for warp drive.\r
-\r
-Each time you raise or lower your shields, the Klingons have another\r
-chance to attack. Since shields do not raise and lower\r
-instantaneously, the hits you receive will be intermediate between\r
-what they would be if the shields were completely up or completely\r
-down. \r
-\r
-You may not fire phasers through your shields. However you may use\r
-the "high-speed shield control" to lower shields, fire phasers, and\r
-raise the shields again before the Klingons can react. Since rapid\r
-lowering and raising of the shields requires more energy than normal\r
-speed operation, it costs you 200 units of energy to activate this\r
-control. It is automatically activated when you fire phasers while\r
-shields are up. You may fire photon torpedoes, but they may be\r
-deflected considerably from their intended course as they pass\r
-through the shields (depending on shield strength).\r
-\r
-You may transfer energy beteen the ship's energy (given as "Energy"\r
-in the status) and the shields. Thee word "TRANSFER" may be\r
-abbreviated "T". The ammount of energy to transfer is the number of\r
-units of energy you wish to take from the ship's energy and put into\r
-the shields. If you specify an negative number, energy is drained\r
-from the shields to the ship. Transfering energy constitutes a turn.\r
-If you transfer energy to the shields while you are under attack,\r
-they will be at the new energy level when you are next hit.\r
-\r
-Enemy torpedoes hitting your ship explode on your shields (if they\r
-are up) and have essentially the same effect as phaser hits.\r
-\f 12\r
- ***********\r
- * PHASERS *\r
- ***********\r
-\r
- Mnemonic: PHASERS\r
- Shortest abbreviation: P\r
- Full commands: PHASERS AUTOMATIC <AMOUNT TO FIRE> <NO>\r
- PHASERS <AMOUNT TO FIRE> <NO>\r
- PHASERS MANUAL <NO> <AMOUNT 1> <AMOUNT 2>...<AMOUNT N> \r
-\r
-Phasers are energy weapons. As you fire phasers at Klingons, you\r
-specify an "amount to fire" which is drawn from your energy reserves.\r
-The amount of total hit required to kill an enemy is partly random.\r
-but also depends on skill level.\r
-\r
-The average hit required to kill an ordinary Klingon varies from 200\r
-units in the Novice game to 250 units in the Emeritus game.\r
-Commanders normally require from 600 (Novice) to 700 (Emeritus). The\r
-Super-commander requres from 875 (Good) to 1000 (Emeritus). Romulans\r
-require an average of 350 (Novice) to 450 (Emeritus).\r
-\r
-Hits on enemies are cumulative, as long as you don't leave the\r
-quadrant. \r
-\r
-In general, not all that you fire will reach the Klingons. The\r
-farther away they are, the less phaser energy will reach them. If a\r
-Klingon is adjacent to you, he will receive about 90% of the phaser\r
-energy directed at him; a Klingon 5 sectors away will receive about\r
-60% and a Klingon 10 sectors away will receive about 35%. There is\r
-some randomness involved, so these figures are not exact. Phasers\r
-have no effect beyond the boundaries of the quadrant you are in.\r
-\r
-Phasers may overheat (and be damaged) if you fire too large a burst\r
-at once. Firing up to 1500 units is safe. From 1500 on up the\r
-probability of overheat increases with the amount fired.\r
-\r
-If phaser firing is automatic, the computer decides how to divide up\r
-your <amount to fire> among the Klingons present. If phaser firing\r
-is manual, you specify how much energy to fire at each Klingon\r
-present (nearest first), rather than just specifying a total amount.\r
-You can abreviate "MANUAL" and "AUTOMATIC" to one or more letters; if\r
-you mention neither, automatic fire is usually assumed.\r
-\r
-Battle computer information is available by firing phasers manually,\r
-and allowing the computer to prompt you. If you enter zero for the\r
-amount to fire at each enemy, you will get a complete report, without\r
-cost. The battle computer will tell you how much phaser energy to\r
-fire at each enemy for a sure kill. This information appears in\r
-parentheses prior to the prompt for each enemy. SInce the amount is\r
-computed from sensor data, if either the computer or the S.R. sensors\r
-are damaged, this information will be unavailable, and phasers must\r
-be fired manually.\r
-\f 13\r
-A safety interlock prevents phasers from being fired through the\r
-shields. If this were not so, the shields would contain your fire\r
-and you would fry yourself. However, you may utilize the\r
-"high-speed shield control" to drop shields, fire phasers, and raise\r
-shields before the enemy can react. Since it takes more energy to\r
-work the shields rapidly with a shot, it costs you 200 units of\r
-energy each time you activate this control. It is automatically\r
-activated when you fire phasers while the shields are up. By\r
-specifying the <no> option, shields are not raised after firing.\r
-\r
-Phasers have no effect on starbases (which are shielded) or on stars.\r
-\r
-\r
- **********\r
- * REPORT *\r
- **********\r
-\r
- Mnemonic: REPORT\r
- Shortest abbreviation: REP\r
-\r
-This command supplies you with information about the state of the\r
-current game. Its purpose is to remind you of things that you have\r
-learned during play, but may have forgotten, and cannot otherwise\r
-retrieve if you are not playing at a hard-copy terminal.\r
-\r
- You are told the following things:\r
-\r
- . The length and skill level of the game you are playing\r
- . The original number of Klingons\r
- . How many Klingons you have destroyed\r
- . Whether the Super-Commander has been destroyed\r
- . How many bases have been destroyed\r
- . How many bases are left\r
- . What bases (if any) are under attack; your subspace radio\r
- must have been working since the attack to get this \r
- information.\r
- . How many casualties you have suffered\r
- . How many times you have called for help.\r
-\r
-This same information is automatically given to you when you start to\r
-play a frozen game.\r
-\r
-\r
- ************\r
- * COMPUTER *\r
- ************\r
-\r
- Mnemonic: COMPUTER\r
- Shortest abbreviation: CO\r
-\r
-This command allows using the ship's computer (if functional) to\r
-calculate travel times and energy usage.\r
-\r
-\r
-\f 14\r
- ********************\r
- * PHOTON TORPEDOES *\r
- ********************\r
-\r
- Mnemonic: PHOTONS\r
- Shortest abbreviation: PHO\r
- Full commands: PHOTONS <NUMBER> <TARG1> <TARG2> <TARG3>\r
-\r
-Photon torpedoes are projectile weapons--you either hit what you aim\r
-at, or you don't. There are no "partial hits".\r
-\r
-One photon torpedo will usually kill one ordinary Klingon, but it\r
-usually takes about two for a Klingon Commander. Photon torpedoes\r
-can also blow up stars and starbases, if you aren't careful.\r
-\r
-You may fire photon torpedoes singly, or in bursts of two or three.\r
-Each torpedo is individually targetable. The computer will prompt\r
-you, asking for the target sector for each torpedo. Alternately, you\r
-may specify each target in the command line.\r
-\r
-Photon torpedoes cannot be aimed precisely--there is always some\r
-randomness involved in the direction they go. Photon torpedoes may\r
-be fired with your shields up, but as they pass through the shields\r
-they are randomly deflected from their intended course even more.\r
-\r
-Photon torpedoes are proximity-fused. The closer they explode to the\r
-enemy, the more damage they do. There is a hit "window" about one\r
-sector wide. If the torpedo misses the hit window, it does not\r
-explode and the enemy is unaffected. Photon torpedoes are only\r
-effective within the quadrant. They have no effect on things in\r
-adjacent quadrants.\r
-\r
-If more than one torpedo is fired and only one target sector is\r
-specified, all torpedoes are fired at that sector. For example, to\r
-fire two torpedoes at sector 3 - 4, you type\r
-\r
- PHO 2 3 4 (or) PHO 2 3 4 3 4\r
-\r
-To fire torpedoes at, consecutively, sectors 2 - 6, 1 - 10, and 4 -\r
-7, type\r
-\r
- PHO 3 2 6 1 10 4 7\r
-\r
-There is no restriction to fire directly at a sector. For example,\r
-you can enter\r
-\r
- PHO 1 3 2.5\r
-\r
-to aim between two sectors. However, sector numbers must be 1 to 10\r
-inclusive.\r
-\r
-\f 15\r
- ********************\r
- * DOCK AT STARBASE *\r
- ********************\r
-\r
- Mnemonic: DOCK\r
- Shortest abbreviation: D\r
-\r
-You may dock your starship whenever you are in one of the eight\r
-sector positions immediately adjacent to a starbase. When you dock,\r
-your starship is resupplied with energy, shield energy photon\r
-torpedoes, and life support reserves. Repairs also proceed faster at\r
-starbase, so if some of your devices are damaged, you may wish to\r
-stay at base (by using the "REST" command) until they are fixed. If\r
-your ship has more than its normal maximum energy (which can happen\r
-if you've loaded crystals) the ship's energy is not changed.\r
-\r
-You may not dock while in standard orbit around a planet.\r
-\r
-Starbases have their own deflector shields, so you are completely\r
-safe from phaser attack while docked. You are also safe from\r
-long-range tractor beams.\r
-\r
-Starbases also have both short and long range sensors, which you can\r
-use if yours are broken. There's also a subspace radio to get\r
-information about happenings in the galaxy. Mr. Spock will update the\r
-star chart if your ask for it while docked and your own radio is dead.\r
-\r
-\r
- ********\r
- * REST *\r
- ********\r
-\r
- Mnemonic: REST\r
- Shortest abbreviation: R\r
- Full command: REST <NUMBER OF STARDATES>\r
-\r
-This command simply allows the specified number of stardates to go\r
-by. This is useful if you have suffered damages and wish to wait\r
-until repairs are made before you go back into battle.\r
-\r
-It is not generally advisable to rest while you are under attack by\r
-Klingons.\r
-\r
-\r
- **************************\r
- * CALL STARBASE FOR HELP *\r
- **************************\r
-\r
- Mnemonic: CALL\r
- (No abbreviation)\r
-\r
-[Originally, this command was called "HELP", but these days it might\r
-be misinterpreted as built-in documentation!]\r
-\r
-When you get into serious trouble, you may call starbase for help.\r
-Starbases have a device called a "long-range transporter beam" which\r
-they can use to teleport you to base. This works by dematerializing\r
-your starship at its current position and re-materializing it\r
-adjacent to the nearest starbase. Teleportation is instantaneous,\r
-and starbase supplies the required energy--all you have to do is let\r
-them know (via subspace radio) that you need to be rescued.\r
-\f 16\r
-This command should be employed only when absolutely necessary. In\r
-the first place, calling for help is an admission on your part that\r
-you got yourself into something you cannot get yourself out of, and\r
-you are heavily penalized for this in the final scoring. Secondly,\r
-the long-range transporter beam is not reliable--starbase can always\r
-manage to dematerialize your starship, but (depending on distance)\r
-may or may not be able to re-materialize you again. The long-range\r
-transporter beam has no absolute maximum range; if you are in the\r
-same quadrant as a starbase, you have a good chance (about 90%) of\r
-re-materializing successfully. your chances drop to roughly 50-50 at\r
-just over 3 quadrants.\r
-\r
-\r
- ****************\r
- * ABANDON SHIP *\r
- ****************\r
-\r
- Mnemonic: ABANDON\r
- (no abbreviation)\r
-\r
-You may abandon the Enterprise if necessary. If there is still a\r
-starbase in the galaxy, you will be sent there and put in charge of a\r
-weaker ship, the Faerie Queene.\r
-\r
-The Faerie Queene cannot be abandoned.\r
-\r
-\r
- *****************\r
- * SELF-DESTRUCT *\r
- *****************\r
-\r
- Mnemonic: DESTRUCT\r
- (no abbreviation)\r
-\r
-You may self-destruct, thus killing yourself and ending the game. If\r
-there are nearby Klingons, you may take a few of them with you (the\r
-more energy you have left, the bigger the bang).\r
-\r
-In order to self-destruct you must remember the password you typed in\r
-at the beginning of the game.\r
-\r
-\r
-\r
- ******************************\r
- * TERMINATE THE CURRENT GAME *\r
- ******************************\r
-\r
- Mnemonic: QUIT\r
- (no abbreviation)\r
-\r
-Immediately cancel the current game; no conclusion is reached. You\r
-will be given an opportunity to start a new game or to leave the Star\r
-Trek program.\r
-\r
-\r
-\f 17\r
- ***************\r
- * SENSOR-SCAN *\r
- ***************\r
-\r
- Mnemonic: SENSORS\r
- Shortest abbreviation: SE\r
-\r
-Utilizing the short-range sensors, science officer Spock gives you a\r
-readout on any planet in your quadrant. Planets come in three\r
-classes: M, N, and O. Only class M planets have earth-like\r
-conditions. Spock informs you if the planet has any dilithium\r
-crystals. Sensor scans are free.\r
-\r
-\r
- ************************\r
- * ENTER STANDARD ORBIT *\r
- ************************\r
-\r
- Mnemonic: ORBIT\r
- Shortest abbreviation: O\r
-\r
-To land on a planet you must first be in standard orbit. You achieve\r
-this in a manner similar to docking at starbase. Moving to one of\r
-the eight sector positions immediately adjacent to the planet, you\r
-give the orbit command which puts your ship into standard orbit about\r
-the planet. Since this is a maneuver, a small amount of time is\r
-used; negligible energy is required. If enemies are present, they\r
-will attack.\r
-\r
-\r
- **********************\r
- * TRANSPORTER-TRAVEL *\r
- **********************\r
-\r
- Mnemonic: TRANSPORT\r
- Shortest abbreviation: T\r
-\r
-The transporter is a device which can convert any physical object\r
-into energy, beam the energy through space, and reconstruct the\r
-physical object at some destination. Transporting is one way to land\r
-on a planet. Since the transporter has a limited range, you must be\r
-in standard orbit to beam down to a planet. Shields must be down\r
-while transporting.\r
-\r
-The transport command is used to beam a landing party onto a planet\r
-to mine "dilithium crystals". Each time the command is given the\r
-landing party (which you lead) moves from the ship to the planet, or\r
-vice-versa.\r
-\r
-You are advised against needless transporting, since like all\r
-devices, the transporter will sometimes malfunction.\r
-\r
-The transporter consumes negligible time and energy. Its use does\r
-not constitute a "turn".\r
-\r
-\f 18\r
- *****************\r
- * SHUTTLE CRAFT *\r
- *****************\r
-\r
- Mnemonic: SHUTTLE\r
- Shortest abbreviation: SHU\r
-\r
-An alternate way to travel to and from planets. Because of limited\r
-range, you must be in standard orbit to use the shuttle craft, named\r
-"Galileo". Shields must be down.\r
-\r
-Unlike transporting, use of the shuttle craft does constitute a\r
-"turn" since time is consumed. The time naturally depends on orbit\r
-altitude, and is equal to 3.0e-5 times altitude. Shuttling uses no\r
-ship energy.\r
-\r
-You should use the same travel device going from the planet to the\r
-ship as you use to go from the ship to the planet. However it is\r
-possible to transport to the planet and have the Galileo crew come\r
-and pick your landing party up, or to take the Galileo to the planet\r
-and then transport back, leaving the shuttle craft on the planet.\r
-\r
-\r
- ***************************\r
- * MINE DILITHIUM CRYSTALS *\r
- ***************************\r
-\r
- Mnemonic: MINE\r
- Shortest abbreviation: MI\r
-\r
-Once you and your mining party are on the surface of a planet which\r
-has dilithium crystals, this command will dig them for you.\r
-\r
-Mining requires time and constitutes a "turn". No energy is used.\r
-Class M planets require 0.1 to 0.3 stardates to mine. Class N\r
-planets take twice as long, and class O planets take three times as\r
-long.\r
-\r
-Dilithium crystals contain enormous energy in a form that is readily\r
-released in the ship's power system. It is an excellent idea to mine\r
-them whenever possible, for use in emergencies. You keep the\r
-crystals until the game is over or you abandon ship when not at a\r
-starbase.\r
-\r
-\r
- ***************************\r
- * LOAD DILITHIUM CRYSTALS *\r
- ***************************\r
-\r
- Mnemonic: CRYSTALS\r
- Shortest abbreviation: CR\r
-\r
-This is a very powerful command which should be used with caution.\r
-Once you have dilithium crystals aboard ship, this command will\r
-instruct engineering officer Scott and Mr. Spock to place a raw\r
-dilithium crystal into the power channel of the ship's\r
-matter-antimatter converter. When it works, this command will\r
-greatly boost the ship's energy.\r
-\f 19\r
-Because the crystals are raw and impure, instabilities can occur in\r
-the power channel. Usually Scotty can control these. When he\r
-cannot, the results are disastrous. Scotty will use those crystals\r
-that appear to be most stable first.\r
-\r
-Since using raw dilithium crystals for this purpose entails\r
-considerable risk, Starfleet Regulations allow its use only during\r
-"condition yellow". No time or energy is used.\r
-\r
-\r
- *****************\r
- * PLANET REPORT *\r
- *****************\r
-\r
- Mnemonic: PLANETS\r
- Shortest abbreviation: PL\r
-\r
-Mr. Spock presents you a list of the available information on planets\r
-in the galaxy. Since planets do not show up on long-range scans, the\r
-only way to obtain this information is with the "SENSORS" command.\r
-\r
-\r
- **********\r
- * FREEZE *\r
- **********\r
-\r
- Mnemonic: FREEZE\r
- (no abbreviation)\r
- Full command: FREEZE <FILE NAME>\r
-\r
-The purpose of the FREEZE command is to allow a player to save the\r
-current state of the game, so that it can be finished later. A\r
-plaque may not be generated from a frozen game. A file with the\r
-specified <file name> and type '.TRK' is created (if necessary) in\r
-the current directory, and all pertinent information about the game\r
-is written to that file. The game may be continued as usual or be\r
-terminated at the user's option.\r
-\r
-To restart a game created by the "FREEZE" command, the user need only\r
-type "FROZEN" in response to the initial question about the type of\r
-game desired, followed by the <file name>.\r
-\r
-NOTE: A "tournament" game is like a frozen game, with the following\r
-differences. (1) Tournament games always start from the beginning,\r
-while a frozen game can start at any point. (2) Tournament games\r
-require only that the player remember the name or number of the\r
-tournament, while the information about a frozen game must be kept on\r
-a file. Tournament games can be frozen, but then they behave like\r
-regular frozen games.\r
-\r
-A point worth noting is that 'FREEZE' does not save the seed for the\r
-random number generator, so that identical actions after restarting\r
-the same frozen game can lead to different results. However,\r
-identical actions after starting a given tournament game always lead\r
-to the same results.\r
-\f 20\r
- ***********\r
- * REQUEST *\r
- ***********\r
-\r
- Mnemonic: REQUEST\r
- Shortest abbreviation: REQ\r
- Full command: REQUEST <ITEM>\r
-\r
-This command allows you to get any single piece of information from\r
-the <STATUS> command. <ITEM> specifies which information as follows:\r
-\r
- INFORMATION MNEMONIC FOR <ITEM> SHORTEST ABBREVIATION\r
-\r
- STARDATE DATE D\r
- CONDITION CONDITION C\r
- POSITION POSITION P\r
- LIFE SUPPORT LSUPPORT L\r
- WARP FACTOR WARPFACTOR W\r
- ENERGY ENERGY E\r
- TORPEDOES TORPEDOES T\r
- SHIELDS SHIELDS S\r
- KLINGONS LEFT KLINGONS K\r
- TIME LEFT TIME TI\r
-\r
-\r
- **************************\r
- * EXPERIMENTAL DEATH RAY *\r
- **************************\r
-\r
- Mnemonic: DEATHRAY\r
- (No abbreviation)\r
-\r
-This command should be used only in those desperate cases where you\r
-have absolutely no alternative. The death ray uses energy to\r
-rearrange matter. Unfortunately, its working principles are not yet\r
-thoroughly understood, and the results are highly unpredictable.\r
-\r
-The only good thing that can result is the destruction of all enemies\r
-in your current quadrant. This will happen about 70% of the time.\r
-Only enemies are destroyed; starbases, stars, and planets are\r
-unaffected.\r
-\r
-Constituting the remaining 30% are results varying from bad to fatal.\r
-\r
-The death ray requires no energy or time, but if you survive, enemies\r
-will hit you.\r
-\r
-The Faerie Queene has no death ray.\r
-\r
-If the death ray is damaged in its use, it must be totally replaced.\r
-This can only be done at starbase. Because it is a very complex\r
-device, it takes 9.99 stardates at base to replace the death ray.\r
-The death ray cannot be repaired in flight.\r
-\r
-\f 21\r
- ***************************\r
- * LAUNCH DEEP SPACE PROBE *\r
- ***************************\r
-\r
- Mnemonic: PROBE\r
- Shortest abbreviation: PR\r
- Full command: PROBE <ARMED> MANUAL <displacement>\r
- PROBE <ARMED> AUTOMATIC <destination>\r
-\r
-The Enterprise carries a limited number of Long Range Probes. These\r
-fly to the end of the galaxy and report back a count of the number of\r
-important things found in each quadrant through which it went. The\r
-probe flies at warp 10, and therefore uses time during its flight.\r
-Results are reported immediately via subspace radio and are recorded\r
-in the star chart.\r
-\r
-The probe can also be armed with a NOVAMAX warhead. When launched\r
-with the warhead armed, the probe flies the same except as soon as it\r
-reaches the target location, it detonates the warhead in the heart of\r
-a star, causing a supernova and destroying everything in the\r
-quadrant. It then flies no further. There must be a star in the\r
-target quadrant for the NOVAMAX to function. \r
-\r
-The probe can fly around objects in a galaxy, but is destroyed if it\r
-enters a quadrant containing a supernova, or if it leaves the galaxy.\r
-\r
-The target location is specified in the same manner as the MOVE\r
-command, however for automatic movement, if only one pair of\r
-coordinates are specified they are assumed to be the quadrant and not\r
-the sector in the current quadrant!\r
-\r
-The Faerie Queene has no probes.\r
-\r
-\r
- ******************\r
- * EMERGENCY EXIT *\r
- ******************\r
-\r
- Mnemonic: EMEXIT\r
- Shortest abbreviation: E\r
-\r
-This command provides a quick way to exit from the game when you\r
-observe a Klingon battle cruiser approaching your terminal. Its\r
-effect is to freeze the game on the file 'EMSAVE.TRK' in your current\r
-directory, erase the screen, and exit.\r
-\r
-Of course, you do loose the chance to get a plaque when you use this\r
-maneuver.\r
-\r
-\r
- ****************\r
- * ASK FOR HELP *\r
- ****************\r
-\r
- Mnemonic: HELP\r
- Full command: HELP <command>\r
-\r
-This command reads the appropriate section from the SST.DOC file,\r
-providing the file is in the current directory.\r
-\r
-\f **********MISCELLANEOUS NOTES********** 22\r
-\r
-Starbases can be attacked by either commanders or by the\r
-"Super-Commander". When this happens, you will be notified by\r
-subspace radio, provided it is working. The message will inform you\r
-how long the base under attack can last. Since the "Super-Commander"\r
-is more powerful than an ordinary commander, he can destroy a base\r
-more quickly.\r
-\r
-The "Super-Commander" travels around the galaxy at a speed of about\r
-warp 6 or 7. His movement is strictly time based; the more time\r
-passes, the further he can go.\r
-\r
-Scattered through the galaxy are certain zones of control,\r
-collectively designated the "Romulan Neutral Zone". Any quadrant\r
-which contains Romulans without Klingons is part of the Neutral Zone,\r
-except if a base is present. Since Romulans do not show on either\r
-the long-range scan or the star chart, it is easy for you to stumble\r
-into this zone. When you do, if your subspace radio is working, you\r
-will receive a warning message from the Romulan, politely asking you\r
-to leave.\r
-\r
-In general, Romulans are a galactic nuisance.\r
-\r
-The high-speed shield control is fairly reliable, but it has been\r
-known to malfunction.\r
-\r
-You can observe the galactic movements of the "Super-Commander" on\r
-the star chart, provided he is in territory you have scanned and your\r
-subspace radio is working.\r
-\r
-Periodically, you will receive intelligence reports from starfleet\r
-command, indicating the current quadrant of the "Super-Commander".\r
-Your subspace radio must be working, of course.\r
-\r
-Each quadrant will contain from 0 to 3 black holes. Torpedoes\r
-entering a black hole disappear. In fact, anything entering a black\r
-hole disappears, permanently. If you can displace an enemy into one,\r
-he is a goner. Black holes do not necessarily remain in a quadrant.\r
-they are transient phenomena.\r
-\r
-Commanders will ram your ship, killing themselves and inflicting\r
-heavy damage to you, if they should happen to decide to advance into\r
-your sector.\r
-\r
-You can get a list of commands by typing "COMMANDS".\r
-\r
-\f ----------SCORING---------- 23\r
-\r
-\r
-Scoring is fairly simple. You get points for good things, and you\r
-lose points for bad things.\r
-\r
- You gain--\r
-\r
- (1) 10 points for each ordinary Klingon you kill,\r
- (2) 50 points for each commander you kill,\r
- (3) 200 points for killing the "Super-Commander",\r
- (4) 20 points for each Romulan killed,\r
- (5) 1 point for each Romulan captured.\r
- (6) 500 times your average Klingon/stardate kill rate. If you\r
- lose the game, your kill rate is based on a minimum of\r
- 5 stardates.\r
- (7) You get a bonus if you win the game, based on your rating:\r
- Novice=100, Fair=200, Good=300, Expert=400, Emeritus=500.\r
-\r
- You lose--\r
-\r
- (8) 200 points if you get yourself killed,\r
- (9) 100 points for each starbase you destroy,\r
- (10) 100 points for each starship you lose,\r
- (11) 45 points for each time you had to call for help,\r
- (12) 10 points for each planet you destroyed,\r
- (13) 5 points for each star you destroyed, and\r
- (14) 1 point for each casualty you incurred.\r
-\r
-In addition to your score, you may also be promoted one grade in rank\r
-if you play well enough. Promotion is based primarily on your\r
-Klingon/stardate kill rate, since this is the best indicator of\r
-whether you are ready to go on to the next higher rating. However,\r
-if you have lost 100 or more points in penalties, the required kill\r
-rate goes up. Normally, the required kill rate is 0.1 * skill *\r
-(skill + 1.0) + 0.1, where skill ranges from 1 for Novice to 5 for\r
-Emeritus.\r
-\r
-You can be promoted from any level. There is a special promotion\r
-available if you go beyond the "Expert" range. You can also have a\r
-certificate of merit printed with your name, date, and Klingon kill\r
-rate, provided you are promoted from either the "Expert" or\r
-"Emeritus" levels. This "plaque" requires a 132 column printer. You\r
-may need print the certificate to a file, import it into your word\r
-processor, selecting Courier 8pt font, and then print in "landscape\r
-orientation".\r
-\r
-You should probably start out at the novice level, even if you are\r
-already familiar with one of the other versions of the Star Trek\r
-game--but, of course, the level of game you play is up to you. If\r
-you want to start at the Expert level, go ahead. It's your funeral.\r
-The emeritus game is strictly for masochists.\r
-\r
-\f ----------HANDY REFERENCE PAGE---------- 24\r
-\r
- ABBREV FULL COMMAND DEVICE USED\r
- ------ ------------ -----------\r
- ABANDON ABANDON shuttle craft\r
- C CHART (none)\r
- CALL CALL (for help) subspace radio\r
- CO COMPUTER computer\r
- CR CRYSTALS (none)\r
- DA DAMAGES (none)\r
- DEATHRAY DEATHRAY (none) \r
- DESTRUCT DESTRUCT computer\r
- D DOCK (none)\r
- E EMEXIT (none)\r
- FREEZE FREEZE <FILE NAME> (none)\r
- I IMPULSE <MANUAL> <DISPLACEMENT> impulse engines\r
- IMPULSE AUTOMATIC <DESTINATION> impulse engines and computer\r
- L LRSCAN long-range sensors\r
- MI MINE (none)\r
- M MOVE <MANUAL> <DISPLACEMENT> warp engines\r
- MOVE AUTOMATIC <DESTINATION> warp engines and computer\r
- O ORBIT warp or impulse engines\r
- P PHASERS <TOTAL AMOUNT> phasers and computer\r
- PHASERS AUTOMATIC <TOTAL AMOUNT> phasers, computer, sr sensors\r
- PHASERS MANUAL <AMT1> <AMT2> ... phasers\r
- PHO PHOTONS <NUMBER> <TARGETS> torpedo tubes \r
- PL PLANETS (none)\r
- PR PROBE <ARMED> <MANUAL> <DISPLACEMENT> probe launcher, radio \r
- PROBE <ARMED> AUTOMATIC <DESTINATION> launcher, radio, computer\r
- REP REPORT (none)\r
- REQ REQUEST (none)\r
- R REST <NUMBER OF STARDATES> (none)\r
- QUIT QUIT (none)\r
- S SRSCAN <NO or CHART> short-range sensors\r
- SE SENSORS short-range sensors\r
- SH SHIELDS <UP, DOWN, or TRANSFER> deflector shields\r
- SHU SHUTTLE shuttle craft\r
- ST STATUS (none)\r
- T TRANSPORT transporter\r
- W WARP <FACTOR> (none)\r
-\r
- L. R. Scan: thousands digit: supernova\r
- hundreds digit: Klingons\r
- tens digit: starbases\r
- ones digit: stars\r
- period (.): digit not known (star chart only)\r
-\r
-Courses are given in manual mode in X - Y displacements; in automatic\r
- mode as destination quadrant and/or sector. Manual mode is default.\r
-Distances are given in quadrants. A distance of one sector is 0.1 quadrant.\r
-Ordinary Klingons have about 400 units of energy, Commanders about\r
- 1200. Romulans normally have about 800 units of energy, and the\r
- (GULP) "Super-Commander" has about 1800.\r
-Phaser fire diminishes to about 60 percent at 5 sectors. Up to 1500\r
- units may be fired in a single burst without danger of overheat.\r
-Warp 6 is the fastest safe speed. At higher speeds, engine damage\r
- may occur. At warp 10 you may enter a time warp.\r
-Shields cost 50 units of energy to raise, and double the power\r
- requirements of moving under warp drive. Engaging the high-speed\r
- shield control requires 200 units of energy.\r
-Warp drive requires (distance)*(warp factor cubed) units of energy\r
- to travel at a speed of (warp factor squared)/10 quadrants per stardate.\r
-Impulse engines require 20 units to warm up, plus 100 units per\r
- quadrant. Speed is just under one sector per stardate.\r
-\f ********MODIFICATIONS******** 25\r
-\r
-Tom Almy's story:\r
-\r
-Back in (about) 1977 I got a copy of this Super Star Trek game for\r
-the CDC 6600 mainframe computer. Someone had converted it to PDP-11\r
-Fortran but couldn't get it to run because of its size. I modified\r
-the program to use overlays and managed to shoehorn it in on the 56k\r
-byte machine.\r
-\r
-I liked the game so much I put some time into fixing bugs, mainly\r
-what could be called continuity errors and loopholes in the game's\r
-logic. We even played a couple tournaments.\r
-\r
-In 1979, I lost access to that PDP-11. I did save the source code\r
-listing. In 1995, missing that old friend, I started converting the\r
-program into portable ANSI C. It's been slow, tedious work that took\r
-over a year to accomplish.\r
-\r
-In early 1997, I got the bright idea to look for references to "Super\r
-Star Trek" on the World Wide Web. There weren't many hits, but there\r
-was one that came up with 1979 Fortran sources! This version had a\r
-few additional features that mine didn't have, however mine had some\r
-feature it didn't have. So I merged its features that I liked. I also\r
-took a peek at the DECUS version (a port, less sources, to the\r
-PDP-10), and some other variations.\r
-\r
-Modifications I made:\r
-\r
- Compared to original version, I've changed the "help" command to\r
- "call" and the "terminate" command to "quit" to better match user\r
- expectations. The DECUS version apparently made those changes as well\r
- as changing "freeze" to "save". However I like "freeze".\r
-\r
- I added EMEXIT from the 1979 version.\r
-\r
- That later version also mentions srscan and lrscan working when\r
- docked (using the starbase's scanners), so I made some changes here\r
- to do this (and indicating that fact to the player), and then\r
- realized the base would have a subspace radio as well -- doing a\r
- Chart when docked updates the star chart, and all radio reports will\r
- be heard. The Dock command will also give a report if a base is under\r
- attack.\r
-\r
- It also had some added logic to spread the initial positioning of\r
- bases. That made sense to add because most people abort games with\r
- bad base placement.\r
-\r
- The experimental deathray originally had only a 5% chance of success,\r
- but could be used repeatedly. I guess after a couple years of use, it\r
- was less "experimental" because the 1979 version had a 70% success\r
- rate. However it was prone to breaking after use. I upgraded the\r
- deathray, but kept the original set of failure modes (great humor!).\r
-\r
- I put in the Tholian Web code from the 1979 version.\r
-\r
- I added code so that Romulans and regular Klingons could move in \r
- advanced games. I re-enabled the code which allows enemy ships to\r
- ram the Enterprise; it had never worked right. The 1979 version\r
- seems to have it all fixed up, but I'm still not overly happy with\r
- the algorithm.\r
-\r
- The DECUS version had a Deep Space Probe. Looked like a good idea\r
- so I implemented it based on its description.\r
-\r
-\r
-\f 26\r
-\r
-Eric Raymond's story:\r
-\r
-I played the FORTRAN version of this game in the mid-1970s on\r
-a DEC minicomputer. In the late 1980s Dave Matuszek and I became\r
-friends; I was vaguely aware that he had had something to do with the\r
-original Star Trek game. In October 2004, sitting in Dave's living\r
-room, we got to talking about the game and I realized it would make a\r
-great exhibit for the Retrocomputing Museum <http://www.catb.org/retro/>.\r
-\r
-A few quick web searches later we found Tom Almy's page. We\r
-downloaded his code and Dave verified that that it was a direct\r
-descendent of UT Super Star Trek -- even though it had been translated\r
-to C, he was able to recognize names and techniques from the FORTRAN\r
-version.\r
-\r
-Thus, this game is a cousin of Eric Allman's BSD Trek game, which is\r
-also derived from UT Super Star Trek. However, this one has had a lot\r
-more stuff folded into it over the years -- deep space probes,\r
-dilithium mining, the Tholian Web, and so forth.\r
-\r
-One signature trait of this group of variants is that the sectors are\r
-10x10 rather than the 8x8 in Mike Mayfield's 1972 original and its\r
-BASIC descendants) Also, you set courses and firing directions with\r
-rectangular rather than polar coordinates. It also preserves the\r
-original numbered quadrants rather than the astronomically-named \r
-quadrants introduced into many BASIC versions.\r
-\r
-This game is now an open-source project; see the project site at \r
-\r
- <http://developer.berlios.de/projects/sst/>\r
-\r
-Here are some good pages on the history of Star Trek games:\r
-\r
-http://www.dunnington.u-net.com/public/startrek/\r
-http://www3.sympatico.ca/maury/games/space/star_trek.html\r
-http://www.cactus.org/%7Enystrom/startrek.html\r
-\r
-Modifications I made:\r
-\r
-* I cleaned up a lot of grubby FORTRANisms in the code internals.\r
-\r
-* I fixed a surprising number of typos in the code and documentation.\r
-\r
-* I changed the freeze logic to emit an identifiable magic number and\r
- the thaw logic to check for it.\r
-\r
-\f ----------ACKNOWLEDGMENTS---------- 27\r
-\r
-These are the original acknowledgments by Dave Matuszek and Paul Reynolds:\r
-\r
-The authors would like to thank Professor Michael Duggan for his\r
-encouragement and administrative assistance with the development of\r
-the Star Trek game, without which it might never have been completed.\r
-\r
-Much credit is due to Patrick McGehearty and Rich Cohen, who assisted\r
-with the original design of the game and contributed greatly to its\r
-conceptual development.\r
-\r
-Thanks are also due to Carl Strange, Hardy Tichenor and Steven Bruell\r
-for their assistance with certain coding problems.\r
-\r
-This game was inspired by and rather loosely based on an earlier\r
-game, programmed in the BASIC language, by Jim Korp and Grady Hicks.\r
-It is the authors' understanding that the BASIC game was in turn\r
-derived from a still earlier version in use at Penn State University.\r
-\r
-\f ----------REFERENCES---------- 28\r
-\r
-\r
- 1. "Star Trek" (the original television series), produced and\r
- directed by Gene Rodenberry.\r
-\r
- 2. "Star Trek" (the animated television series), produced by Gene\r
- Rodenberry and directed by Hal Sutherland. Also excellent,\r
- and not just kiddie fare. If you enjoyed the original series\r
- you should enjoy this one (unless you have some sort of a\r
- hangup about watching cartoons).\r
-\r
- 3. "The Making of Star Trek", by Steven E. Whitfield and Gene\r
- Rodenberry. The best and most complete readily available\r
- book about Star Trek. (Ballantine Books)\r
-\r
- 4. "The World of Star Trek", by David Gerrold. Similiar in scope\r
- to the above book. (Bantam)\r
-\r
- 5. "The Star Trek Guide", third revision 4/17/67, by Gene\r
- Rodenberry. The original writer's guide for the television\r
- series, but less comprehensive than (3) above.\r
- (Norway Productions)\r
-\r
- 6. "The Trouble With Tribbles", by David Gerrold. Includes the\r
- complete script of this popular show. (Ballantine Books)\r
-\r
- 7. "Star Trek", "Star Trek 2", ..., "Star Trek 9", by James Blish.\r
- The original shows in short story form. (Bantam)\r
-\r
- 8. "Spock Must Die", by James Blish. An original novel, but\r
- rather similar to the show "The Enemy Within". (Bantam)\r
-\r
- 9. Model kits of the Enterprise and a "Klingon Battle-Cruiser"\r
- by AMT Corporation are available at most hobby shops.\r