-<?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
-<bookinfo>\r
-<title>Super Star Trek</title>\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>Stas</firstname>\r
- <surname>Sergeev</surname>\r
-</author>\r
-<author>\r
- <firstname>Eric</firstname>\r
- <othername>Steven</othername>\r
- <surname>Raymond</surname>\r
-</author>\r
-</authorgroup>\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
-\r
-<dedication>\r
-<literallayout format='linespecific' class='monospaced'>\r
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- TTTTTTTT RRRRRRR 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
-\r
- Curses Interface By\r
- Stas Sergeev \r
-\r
- SST 2K polishing by\r
- Eric S. Raymond\r
-</literallayout>\r
-</dedication>\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 qGuickly 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
-<!-- This is new in SST 2K -->\r
-<para>If you are using the screen-oriented interface, it should never\r
-be necessary to call this command explicitly; a short-range scan will\r
-always be present on the screen.</para>\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
-</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\r
-if you are in battle, the Klingons are not given another chance to hit\r
-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
-<!-- This is new in SST 2K -->\r
-<para>If you are using the screen-oriented interface, it should never\r
-be necessary to call this command explicitly; a long-range scan will\r
-always be present on the screen.</para>\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>\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 <destination>\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 the destination 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>Stas Sergeev's story</title>\r
-\r
-<para>I started from an older Tom Almy version and added features I had\r
-seen in mainframe variants of the game, I wrote a screen-oriented \r
-interface for it based on the curses library.</para>\r
-\r
-<itemizedlist>\r
-<listitem>\r
-<para>The Space Thingy can be shoved, if you ram it, and can fire back if \r
-fired upon.</para>\r
-</listitem>\r
-<listitem>\r
-<para>The Tholian can be hit with phasers.</para>\r
-</listitem>\r
-<listitem>\r
-<para>When you are docked, base covers you with an almost invincible shields \r
- (a commander can still ram you, or a Romulan can destroy the base,\r
- or a SCom can even succeed with direct attack IIRC, but this rarely \r
- happens).</para>\r
-</listitem>\r
-<listitem>\r
-<para>SCom can't escape from you if no more enemies remain (without this, \r
- chasing SCom can take an eternity).</para>\r
-</listitem>\r
-<listitem>\r
-<para>Probe target you enter is now the destination quadrant. Before I don't \r
- remember what it was, but it was something I had difficulty using)</para>\r
-</listitem>\r
-<listitem>\r
-<para>Secret password is now autogenerated.</para>\r
-</listitem>\r
-<listitem>\r
-<para>Victory plaque is adjusted for A4 paper rather than 132-column greenbar\r
-:-)</para>\r
-</listitem>\r
-<listitem>\r
-<para>Phasers now tells you how much energy needed, but only if the computer \r
-is alive.</para>\r
-</listitem>\r
-<listitem>\r
-<para>Planets are auto-scanned when you enter the quadrant.</para>\r
-</listitem>\r
-<listitem>\r
-<para>Mining or using crystals in presense of enemy now yields an attack.\r
-There are other minor adjustments to what yields an attack\r
-and what does not.</para>\r
-</listitem>\r
-<listitem>\r
-<para>Ramming a black hole is no longer instant death. There is a\r
-chance you might get timewarped instead.</para>\r
-</listitem>\r
-<listitem>\r
-<para>"freeze" command reverts to "save", most people will understand this\r
-better anyway.</para>\r
-</listitem>\r
-<listitem>\r
-<para>Screen-oriented interface, with sensor scans always up.</para>\r
-</listitem>\r
-</itemizedlist>\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>After I launched the Berlios project, Stas Sergeev contacted me\r
-me. We worked together to merge in his changes.</para>\r
-\r
-<para>Modifications I've made:</para>\r
-\r
-<itemizedlist>\r
-<listitem><para>\r
-I converted the flat-text SST.DOC file to XML-Docbook so it can be\r
-webbed. (That's what you're reading now.)\r
-</para></listitem>\r
-<listitem><para>\r
-The command-help code needed a rewrite because the flat-text form of\r
-the documentation is now generated from XML and doesn't have the\r
-easily recognizable section delimiters it used to. I wrote a script\r
-to filter that flat-text form into an sst.doc that's easy to parse for\r
-command descriptions, and changed some logic in sst.c to match.\r
-</para></listitem>\r
-<listitem><para>\r
-I've cleaned up a lot of grubby FORTRANisms in the code internals --\r
-used sizeof(), replaced magic numeric constants with #defines,\r
-that sort of thing.\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
-All the game state now lives in one big structure that can be\r
-written to and read from disk as one blob. The write gives it an\r
-an identifiable magic number and the thaw logic checks for same. \r
-</para></listitem>\r
-<listitem><para>\r
-I made the internal pager work, nd in the process got rid of a number\r
-of platform dependencies in the code.\r
-</para></listitem>\r
-<listitem><para>\r
-The HELP/CALL/SOS command is now MAYDAY. SOS and CALL are still accepted.\r
-</para></listitem>\r
-</itemizedlist>\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
-</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
+<?xml version="1.0" encoding="ISO-8859-1"?>
+<!DOCTYPE book PUBLIC
+ "-//OASIS//DTD DocBook XML V4.1.2//EN"
+ "docbook/docbookxx.dtd">
+
+<book>
+<bookinfo>
+<title>Super Star Trek</title>
+
+<authorgroup>
+<author>
+ <firstname>David</firstname>
+ <surname>Matuzsek</surname>
+</author>
+<author>
+ <firstname>Paul</firstname>
+ <surname>Reynolds</surname>
+</author>
+<author>
+ <firstname>Tom</firstname>
+ <surname>Almy</surname>
+</author>
+<author>
+ <firstname>Stas</firstname>
+ <surname>Sergeev</surname>
+</author>
+<author>
+ <firstname>Eric</firstname>
+ <othername>Steven</othername>
+ <surname>Raymond</surname>
+</author>
+</authorgroup>
+
+<legalnotice>
+<para>Permission is hereby granted for the copying, distribution,
+modification and use of this program and associated documentation
+for recreational purposes, provided that all references to the
+authors are retained. However, permission is not and will not be
+granted for the sale or promotional use of this program or program
+documentation, or for use in any situation in which profit may be
+considered an objective, since it is the desire of the authors to
+respect the copyrights of the originators of Star Trek.</para>
+</legalnotice>
+</bookinfo>
+
+
+<dedication>
+<literallayout format='linespecific' class='monospaced'>
+ SSSSS U U PPPPP EEEEE RRRRR
+ S U U P P E R R
+ SSSSS U U PPPPP EEEE RRRRR
+ S U U P E R R
+ SSSSS UUUUU P EEEEE R R
+
+
+ SSSSSSS TTTTTTTT A RRRRRRR
+ SSSSSSSS TTTTTTTT AAA RRRRRRRR
+ SS TT AAA RR RR
+ SSSSSSS TT AA AA RR RR
+ SSSSSSS TT AA AA RRRRRRRR
+ SS TT AAAAAAA RRRRRRR
+ SS TT AAAAAAA RR RR
+ SSSSSSSS TT AA AA RR RR
+ SSSSSSS TT AA AA RR RR
+
+
+
+ TTTTTTTT RRRRRRR EEEEEEEEE KK KK
+ TTTTTTTT RRRRRRRR EEEEEEEEE KK KK
+ TT RR RR EE KK KK
+ TT RR RR EEEEEE KKKKKK
+ TT RRRRRRRR EEEEEE KKKKK
+ TT RRRRRRR EE KK KK
+ TT RR RR EE KK KK
+ TT RR RR EEEEEEEEE KK KK
+ TT RR RR EEEEEEEEE KK KK
+
+
+ Produced For Your Enjoyment
+
+ By
+
+ David Matuszek
+ and
+ Paul Reynolds
+
+ With Modifications By
+ Don Smith
+
+ Resurrected By
+ Tom Almy
+
+ Curses Interface By
+ Stas Sergeev
+
+ SST 2K polishing by
+ Eric S. Raymond
+</literallayout>
+</dedication>
+
+<chapter><title>Introduction</title>
+<para>The Organian Peace Treaty has collapsed, and the Federation is at war
+with the Klingon Empire. Joining the Klingons against the Federation
+are the members of the <quote>Romulan Star Empire.</quote> As commander of the
+Starship U.S.S. Enterprise, your job is to wipe out the Klingon
+invasion fleet and make the galaxy safe for democracy.</para>
+
+<para>Your battleground is the entire galaxy, which for convenience is
+divided up into eight rows of eight quadrants each, like a
+checkerboard. Rows are numbered from top to bottom, and columns are
+numbered left to right, so quadrant 1 - 8 would be in the upper right
+hand corner of the galaxy.</para>
+
+<para>During battle you will be concerned only with those enemies that
+occupy the same quadrant as yourself. Quadrants are divided up into
+sectors: ten rows of ten sectors each. Sectors are numbered in the
+same way as quadrants, so the sector in the upper right corner is
+sector 1 - 10. You have a short-range scanner which allows you to
+look at the entire quadrant in a single display.</para>
+
+<para>Enemies recharge during your absence. If you leave a quadrant
+containing a weakened enemy, when you return to that quadrant he will
+be strong again. Also, each time you enter a quadrant, the positions
+of everthing in the quadrant (except your ship) are randomized, to
+save you the trouble of trying to remember where everything in the
+quadrant is. Notice that this refers only to the positions of things
+in the quadrant—the numbers of each kind of thing are not changed
+(except for black holes and the Super-commander, which move around
+the galaxy). If you kill something, it stays dead.</para>
+
+<para>The Romulans are not as serious a threat to the Federation as the
+Klingons. For one thing, there are not as many of them. For
+another, the Romulans are not as treacherous. However, Romulans are
+not to be trifled with, especially when you are in violation of the
+Romulan Neutral Zone.</para>
+
+<para>There are two kinds of Klingons: Ordinary Klingons, which are
+bad enough, and Klingon Commanders, which are even worse. Commanders
+are about three times stronger than ordinary Klingons. Commanders are
+more resistant to your weapons. Commanders can move about during
+battle while Ordinary Klingons stay put. And finally, Commanders have
+a thing called a <quote>long-range tractor beam</quote> which they can
+use, at random intervals, to yank you away from what you are doing
+into their quadrant, to do battle with them. There is also a special
+commander, called the <quote>Super-commander.</quote> This character
+is so bad he is reserved for the Good, Expert, and Emeritus games.
+Fortunately, there is just one Super-commander in a game. In addition
+to the undesirable traits of Commanders, he can move from quadrant to
+quadrant at will, seeking out and destroying your starbases and any
+helpful planets he runs across. He also has a spy planted aboard your
+ship, giving him valuable information about your condition. Using
+this information, he can do dastardly things like tractor beam your
+ship when you are in bad shape. And once you've been tractor beamed
+by the Super-commander —</para>
+
+<para>But the advantages are not all on the side of the enemy. Your ship
+is more powerful, and has better weapons. Besides, in the this
+galaxy there are from two to five starbases, at which you can stop to
+refuel and lick your wounds, safe from phaser attack or tractor
+beams. But you had best not dally there too long, since time is not
+on your side. The Klingons are not just after you; they are
+attacking the entire Federation. There is always a finite <quote>time
+left,</quote> which is how much longer the Federation can hold out if you
+just sit on your fat behind and do nothing. As you wipe out
+Klingons, you reduce the rate at which the invasion fleet weakens the
+Federation, and so the time left until the Federation collapses may
+actually increase. Since Klingons are the main threat to the
+Federation, the Romulans do not figure into the <quote>time left.</quote> In
+fact, you need not kill all the Romulans to win. If you can get all
+the Klingons, the Federation will abide forever, and you have won the
+game.</para>
+
+<para>Space is vast, and it takes precious time to move from one place to
+another. In comparison, other things happen so quickly that we
+assume the take no time at all. Two ways that time can pass are when
+you move, or when you issue a command to sit still and rest for a
+period of time. You will sometimes want to do the latter, since the
+various devices aboard your starship may be damaged and require time
+to repair. Of course, repairs can be made more quickly at a starbase
+than than can in flight.</para>
+
+<para>In addition to Klingons, Romulans, and starbases, the galaxy
+contains (surprise) stars. Mostly, stars are a nuisance and just get
+in your way. You can trigger a star into going nova by shooting one
+of your photon torpedoes at it. When a star novas, it does a lot of
+dammage to anything immediately adjacent to it. If another star is
+adjacent to a nova, it too will go nova. Stars may also occasionally
+go supernova; a supernova in a quadrant destroys everything in the
+quadrant andmakes the quadrant permanently uninhabitable. You may
+<quote>jump over</quote> a quadrant containing a supernova when you
+move, but you should not stop there.</para>
+
+<para>Supernovas may happen spontaneously, without provocation. If a
+supernova occurs in the same quadrant you are in, your starship has an
+<quote>emergency automatic override</quote> which picks some random
+direction and some random warp factor, and tries to throw you clear of
+the supernova. If the supernova occurs in some other quadrant, you
+just get a warning message from starfleet about it (provided, of
+course, that your subspace radio is working).</para>
+
+<para>Also a few planets are scattered through the galaxy. These can
+sometimes be a great help since some of them will have <quote>dilithium
+crystals,</quote> which are capable of replenishing the ship's energy
+supply. You can either beam down to the planet surface using the
+transporter, or take the shuttle craft <quote>Galileo</quote>.</para>
+
+<para>Finally, each quadrant will contain from zero to three black
+holes. These can deflect or swallow torpedoes passing near them. They
+also swallow enemy ships knocked into them. If your ship enters one
+—</para>
+
+<para>Star Trek is a rich game, full of detail. These instructions are
+written at a moderate level—no attempt has been made fully to
+describe everything about the game, but there is quite a bit more
+here than you need to get started. If you are new to the game, just
+get a rough idea of the kinds of commands available, and start
+playing. After a game or two you will have learned everthing
+important, and the detailed command descriptions which follow will be
+a lot more meaningful to you.</para>
+
+<para>You have weapons: phasers and photon torpedoes. You have a defense:
+deflector shields. You can look at things: long-range scaners,
+short-range scanners, and a star chart. You can move about, under
+warp drive or impulse power. You can also dock at a starbase, rest
+while repairs are being made, abandon ship, self destruct, or give up
+and start a new game.</para>
+
+<para>The Klingons are waiting.</para>
+
+</chapter>
+<chapter><title>How To Issue Commands</title>
+
+<para>When the game is waiting for you to enter a command it will
+print out</para>
+
+<screen>
+ COMMAND>
+</screen>
+
+<para>You may then type in your command. All you have to remember for each
+command is the mnemonic. For example, if you want to move straight up
+one quadrant, you can type in the mnemonic (case insensitive)</para>
+
+<screen>
+ move
+</screen>
+
+<para>and the computer will prompt you with</para>
+
+<screen>
+ Manual or automatic-
+</screen>
+
+<para>Say you type in <quote>manual</quote>. The computer then responds</para>
+
+<screen>
+ X and Y displacements-
+</screen>
+
+<para>Now you type in <quote>0 1</quote> which specifies an X movement of zero and a Y
+movement of one.</para>
+
+<para>When you have learned the commands, you can avoid being prompted
+simply by typing in the information without waiting to be asked for
+it. For example, in the above example, you could simply type in</para>
+
+<screen>
+ move manual 0 1
+</screen>
+
+<para>and it will be done. Or you could type in</para>
+
+<screen>
+ move manual
+</screen>
+
+<para>and when the computer responds with the displacement prompt, you
+can type in</para>
+
+<screen>
+ 0 1
+</screen>
+
+<para>and it will understand.</para>
+
+<para>You can abbreviate most mnemonics. For <quote>move</quote>, you can use any
+of</para>
+
+<screen>
+ move mov mo m
+</screen>
+
+<para>successfully. For your safety, certain critical commands (such as to
+abandon ship) must be written out in full. Also, in a few cases two
+or more commands begin with the same letter, and in this case that
+letter refers to a particular one of the commands; to get the other,
+your abbreviation must be two or more characters long. This sounds
+complicated, but you will learn the abbreviations qGuickly enough.</para>
+
+<para>What this all boils down to is:</para>
+
+<orderedlist>
+<listitem><para>You can abbreviate practically anything</para></listitem>
+<listitem><para>If you forget, the computer will proompt you</para></listitem>
+<listitem><para>If you remember, you can type it all on one line</para></listitem>
+</orderedlist>
+
+<para>If you are part way through entering a command and you change your
+minde, you can cancel the command by typing -1 as one of the
+parameters, with the exception of the manual move command.</para>
+
+<para>If anything is not clear to you, experiment. The worst you can do is
+lose a game or two.</para>
+
+</chapter>
+<chapter><title>List of Commands</title>
+
+<sect1><title>Short-Range Scan</title>
+
+<literallayout>
+Mnemonic: SRSCAN
+Shortest abbreviation: S
+Full commands: SRSCAN
+ SRSCAN NO
+ SRSCAN CHART
+</literallayout>
+
+<!-- This is new in SST 2K -->
+<para>If you are using the screen-oriented interface, it should never
+be necessary to call this command explicitly; a short-range scan will
+always be present on the screen.</para>
+
+<para>The short-range scan gives you a considerable amount of information
+about the quadrant your starship is in. A short-range scan is best
+described by an example.</para>
+
+<screen>
+ 1 2 3 4 5 6 7 8 9 10
+ 1 * . . . . R . . . . Stardate 2516.3
+ 2 . . . E . . . . . . Condition RED
+ 3 . . . . . * . B . . Position 5 - 1, 2 - 4
+ 4 . . . S . . . . . . Life Support DAMAGED, Reserves=2.30
+ 5 . . . . . . . K . . Warp Factor 5.0
+ 6 . K . . . . . * . Energy 2176.24
+ 7 . . . . . P . . . . Torpedoes 3
+ 8 . . . . * . . . . . Shields UP, 42% 1050.0 units
+ 9 . * . . * . . . C . Klingons Left 12
+ 10 . . . . . . . . . . Time Left 3.72
+</screen>
+
+<para>The left part is a picture of the quadrant. The E at sector 2 -
+4 represents the Enterprise; the B at sector 3 - 8 is a starbase.
+There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2, and a
+Klingon Commander (C) at 9 - 9. The (GULP)
+<quote>Super-commander</quote> (S) is occupies sector 4 - 4, and a
+Romulan (R) is at 1 - 6. A planet (P) is at sector 7 - 6. There are
+also a large number of stars (*). The periods (.) are just empty
+space—they are printed to help you get your bearings. Sector 6
+- 4 contains a black hole ( ).</para>
+
+<para>The information on the right is assorted status information. You
+can get this alone with the STATUS command. The status information
+will be absent if you type <quote>N</quote> after SRSCAN. Otherwise
+status information will be presented.</para>
+
+<para>If you type <quote>C</quote> after SRSCAN, you will be given a
+short-range scan and a Star Chart.</para>
+
+<para>Short-range scans are free. That is, they use up no energy and no
+time. If you are in battle, doing a short-range scan does not give
+the enemies another chance to hit you. You can safely do a
+short-range scan anytime you like.</para>
+
+<para>If your short-range sensors are damaged, this command will only show
+the contents of adjacent sectors.</para>
+</sect1>
+<sect1><title>Status Report</title>
+
+<literallayout>
+Mnemonic: STATUS
+Shortest abbreviation: ST
+</literallayout>
+
+<para>This command gives you information about the current state of your
+starship as follows:</para>
+
+<variablelist>
+<varlistentry>
+<term>STARDATE</term>
+<listitem>
+<para>The current date. A stardate is the same as a day.</para>
+</listitem>
+</varlistentry>
+<varlistentry>
+<term>CONDITION</term>
+<listitem>
+<para>There are four possible conditions:</para>
+ <variablelist>
+ <varlistentry>
+ <term>DOCKED</term>
+ <listitem><para>docked at starbase.</para></listitem>
+ </varlistentry>
+ <varlistentry>
+ <term>RED</term>
+ <listitem><para>in battle.</para></listitem>
+ </varlistentry>
+ <varlistentry>
+ <term>YELLOW</term>
+ <listitem><para>low on energy (<1000 units)</para></listitem>
+ </varlistentry>
+ <varlistentry>
+ <term>GREEN</term>
+ <listitem><para>none of the above</para></listitem>
+ </varlistentry>
+ </variablelist>
+</listitem>
+</varlistentry>
+<varlistentry>
+<term>POSITION</term>
+<listitem>
+<para>Quadrant is given first, then sector</para>
+</listitem>
+</varlistentry>
+<varlistentry>
+<term>LIFE SUPPOR</term>
+<listitem>
+<para>If <quote>ACTIVE</quote> then life support systems are functioning
+normally. If on <quote>RESERVES</quote> the number is how many stardates your
+reserve food, air, etc. will last—you must get repairs made or get to
+starbase before your reserves run out.</para>
+</listitem>
+</varlistentry>
+<varlistentry>
+<term>WARP FACTOR</term>
+<listitem>
+<para>What your warp factor is currently set to.</para>
+</listitem>
+</varlistentry>
+<varlistentry>
+<term>ENERGY</term>
+<listitem>
+<para>The amount of energy you have left. If it drops to zero, you die.</para>
+</listitem>
+</varlistentry>
+<varlistentry>
+<term>TORPEDOES</term>
+<listitem>
+<para>How many photon torpedoes you have left.</para>
+</listitem>
+</varlistentry>
+<varlistentry>
+<term>SHIELDS</term>
+<listitem>
+<para>Whether your shields are up or down, how strong they are
+(what percentage of a hit they can deflect), and shield energy.</para>
+</listitem>
+</varlistentry>
+<varlistentry>
+<term>KLINGONS LEFT</term>
+<listitem>
+<para>How many of the Klingons are still out there.</para>
+</listitem>
+</varlistentry>
+<varlistentry>
+<term>TIME LEFT</term>
+<listitem>
+<para>How long the Federation can hold out against the
+present number of Klingons; that is, how long until the end
+if you do nothing in the meantime. If you kill Klingons
+quickly, this number will go up—if not, it will go down. If
+it reaches zero, the federation is conquered and you lose.</para>
+</listitem>
+</varlistentry>
+</variablelist>
+
+<para>Status information is free—it uses no time or energy, and
+if you are in battle, the Klingons are not given another chance to hit
+you.</para>
+
+<para>Status information can also be obtained by doing a short-range scan.
+See the SRSCAN command for details.</para>
+
+<para>Each item of information can be obtained singly by requesting it.
+See REQUEST command for details.</para>
+
+</sect1>
+<sect1><title>Long-Range Scan</title>
+
+<literallayout>
+Mnemonic: LRSCAN
+Shortest abbreviation: L
+</literallayout>
+
+<!-- This is new in SST 2K -->
+<para>If you are using the screen-oriented interface, it should never
+be necessary to call this command explicitly; a long-range scan will
+always be present on the screen.</para>
+
+<para>A long-range scan gives you general information about where you are
+and what is around you. Here is an example output.</para>
+
+<screen>
+ Long-range scan for Quadrant 5 - 1
+ -1 107 103
+ -1 316 5
+ -1 105 1000
+</screen>
+
+<para>This scan says that you are in row 5, column 1 of the 8 by 8 galaxy.
+The numbers in the scan indicate how many of each kind of thing there
+is in your quadrant and all adjacent quadrants. The digits are
+interpreted as follows.</para>
+
+<informaltable>
+<tgroup cols='2'>
+<tbody>
+<row>
+ <entry>Thousands digit:</entry>
+ <entry>1000 indicates a supernova (only)</entry>
+</row>
+<row>
+ <entry>Hundreds digit:</entry>
+ <entry>number of Klingons present</entry>
+</row>
+<row>
+ <entry>Tens digit:</entry>
+ <entry>number of starbases present</entry>
+</row>
+<row>
+ <entry>Ones digit:</entry>
+ <entry>number of stars present</entry>
+</row>
+</tbody>
+</tgroup>
+</informaltable>
+
+<para>For example, in your quadrant (5 - 1) the number is 316, which
+indicates 3 Klingons, 1 starbase, and 6 stars. The long-range
+scanner does not distinguish between ordinary Klingons and Klingon
+command ships. If there is a supernova, as in the quadrant below and
+to your right (quadrant 6 - 2), there is nothing else in the
+quadrant. </para>
+
+<para>Romulans possess a <quote>cloaking device</quote> which prevents
+their detection by long-range scan. Because of this fact, Starfleet
+Command is never sure how many Romulans are <quote>out there</quote>.
+When you kill the last Klingon, the remaining Romulans surrender to
+the Federation.</para>
+
+<para>Planets are also undetectable by long-range scan. The only way to
+detect a planet is to find it in your current quadrant with the
+short-range sensors.</para>
+
+<para>Since you are in column 1, there are no quadrants to your left. The
+minus ones indicate the negative energy barrier at the edge of the
+galaxy, which you are not permitted to cross.</para>
+
+<para>Long-range scans are free. They use up no energy or time, and can be
+done safely regardless of battle conditions.</para>
+</sect1>
+<sect1><title>Star Chart</title>
+
+<literallayout>
+Mnemonic: CHART
+Shortest abbreviation: C
+</literallayout>
+
+<para>As you proceed in the game, you learn more and more about what things
+are where in the galaxy. When ever you first do a scan in a quadrant,
+telemetry sensors are ejected which will report any changes in the
+quadrant(s) back to your ship, providing the sub-space radio is
+working. Spock will enter this information in the chart. If the radio
+is not working, Spock can only enter new information discovered from
+scans, and information in other quadrants may be obsolete.</para>
+
+<para>The chart looks like an 8 by 8 array of numbers. These numbers are
+interpreted exactly as they are on a long-range scan. A period (.) in
+place of a digit means you do not know that information yet. For
+example, ... means you know nothing about the quadrant, while .1.
+menas you know it contains a base, but an unknown number of Klingons
+and stars.</para>
+
+<para>Looking at the star chart is a free operation. It costs neither time
+nor energy, and can be done safely whether in or out of battle.</para>
+
+</sect1>
+<sect1><title>Damage Report</title>
+
+<literallayout>
+Mnemonic: DAMAGES
+Shortest abbreviation: DA
+</literallayout>
+
+<para>At any time you may ask for a damage report to find out what devices
+are damaged and how long it will take to repair them. Naturally,
+repairs proceed faster at a starbase.</para>
+
+<para>If you suffer damages while moving, it is possible that a subsequent
+damage report will not show any damage. This happens if the time
+spent on the move exceeds the repair time, since in this case the
+damaged devices were fixed en route.</para>
+
+<para>Damage reports are free. They use no energy or time, and can be done
+safely even in the midst of battle.</para>
+
+</sect1>
+<sect1><title>Move Under Warp Drive</title>
+
+<literallayout>
+Mnemonic: MOVE
+Shortest abbreviation: M
+Full command: MOVE MANUAL <displacement>
+ MOVE AUTOMATIC <destination>
+</literallayout>
+
+<para>This command is the usual way to move from one place to another
+within the galaxy. You move under warp drive, according to the
+current warp factor (see <quote>WARP FACTOR</quote>).</para>
+
+<para>There are two command modes for movement: MANUAL and AUTOMATIC.
+The manual mode requires the following format:</para>
+
+<screen>
+ MOVE MANUAL <deltax> <deltay>
+</screen>
+
+<para><deltax> and <deltay> are the horizontal and vertical
+displacements for your starship, in quadrants; a displacement of one
+sector is 0.1 quadrants. Specifying <deltax> and <deltay>
+causes your ship to move in a straight line to the specified
+destination. If <deltay> is omitted, it is assumed zero. For
+example, the shortest possible command to move one sector to the right
+would be</para>
+
+<screen>
+ M M .1
+</screen>
+
+<para>The following examples of manual movement refer to the short-range
+scan shown earlier.</para>
+
+<screen>
+ Destination Sector Manual Movement command
+ 3 - 1 M M -.3 -.1
+ 2 - 1 M M -.3
+ 1 - 2 M M -.2 .1
+ 1 - 4 M M 0 .1
+ (leaving quadrant) M M 0 .2
+</screen>
+
+<para>The automatic mode is as follows:</para>
+
+<screen>
+ MOVE AUTOMATIC <qrow> <qcol> <srow> <scol>
+</screen>
+
+<para><para>where <qrow> and <qcol> are the row and column
+numbers of the destination quadrant, and <srow> and <scol>
+are the row and column numbers of the destination sector in that
+quadrant. This command also moves your ship in a straight line path
+to the destination. For moving within a quadrant, <qrow> and
+<qcol> may be omitted. For example, to move to sector 2 - 9 in
+the current quadrant, the shortest command would be</para>
+
+<screen>
+ M A 2 9
+</screen>
+
+<para>To move to quadrant 3 - 7, sector 5 - 8, type</para>
+
+<screen>
+ M A 3 7 5 8
+</screen>
+
+<para>and it will be done. In automatic mode, either two or four numbers
+must be supplied.</para>
+
+<para>Automatic mode utilizes the ship's <quote>battle computer.</quote> If the
+computer is damaged, manual movement must be used.</para>
+
+<para>If warp engines are damaged less than 10 stardates (undocked) you can
+still go warp 4.</para>
+
+<para>It uses time and energy to move. How much time and how much energy
+depends on your current warp factor, the distance you move, and
+whether your shields are up. The higher the warp factor, the faster
+you move, but higher warp factors require more energy. You may move
+with your shields up, but this doubles the energy required.</para>
+
+<para>You can move within a quadrant without being attacked if you just
+entered the quadrant or have been attacked since your last move
+command. This enables you to move and hit them before they
+retaliate.</para>
+
+</sect1>
+<sect1><title>Warp Factor</title>
+
+<literallayout>
+Mnemonic: WARP
+Shortest abbreviation: W
+Full command: WARP <number>
+</literallayout>
+
+<para>Your warp factor controls the speed of your starship. The larger the
+warp factor, the faster you go and the more energy you use.</para>
+
+<para>Your minimum warp factor is 1.0 and your maximum warp factor is 10.0
+(which is 100 times as fast and uses 1000 times as much energy). At
+speeds above warp 6 there is some danger of causing damage to your
+warp engines; this damage is larger at higher warp factors and also
+depends on how far you go at that warp factor.</para>
+
+<para>At exactly warp 10 there is some probability of entering a
+so-called <quote>time warp</quote> and being thrown foward or backward
+in time. The farther you go at warp 10, the greater is the
+probability of entering the time warp.</para>
+
+</sect1>
+<sect1><title>Impulse Engines</title>
+
+<literallayout>
+Mnemonic: IMPULSE
+Shortest abbreviation: I
+Full command: IMPULSE MANUAL <displacement>
+ IMPULSE AUTOMATIC <destination>
+</literallayout>
+
+<para>The impulse engines give you a way to move when your warp engines are
+damaged. They move you at a speed of 0.95 sectors per stardate,
+which is the equivalent of a warp factor of about 0.975, so they are
+much too slow to use except in emergencies.</para>
+
+<para>Movement commands are indicated just as in the <quote>MOVE</quote> command.</para>
+
+<para>The impulse engines require 20 units of energy to engage, plus 10
+units per sector (100 units per quadrant) traveled. It does not cost
+extra to move with the shields up.</para>
+
+</sect1>
+<sect1><title>Deflector Shields</title>
+
+<literallayout>
+Mnemonic: SHIELDS
+Shortest abbreviation: SH
+Full commands: SHIELDS UP
+ SHIELDS DOWN
+ SHIELDS TRANSFER <amount of energy to transfer>
+</literallayout>
+
+<para>Your deflector shields are a defensive device to protect you from
+Klingon attacks (and nearby novas). As the shields protect you, they
+gradually weaken. A shield strength of 75%, for example, means that
+the next time a Klingon hits you, your shields will deflect 75% of
+the hit, and let 25% get through to hurt you.</para>
+
+<para>It costs 50 units of energy to raise shields, nothing to lower them.
+You may move with your shields up; this costs nothing under impulse
+power, but doubles the energy required for warp drive.</para>
+
+<para>Each time you raise or lower your shields, the Klingons have another
+chance to attack. Since shields do not raise and lower
+instantaneously, the hits you receive will be intermediate between
+what they would be if the shields were completely up or completely
+down. </para>
+
+<para>You may not fire phasers through your shields. However you may use
+the <quote>high-speed shield control</quote> to lower shields, fire phasers, and
+raise the shields again before the Klingons can react. Since rapid
+lowering and raising of the shields requires more energy than normal
+speed operation, it costs you 200 units of energy to activate this
+control. It is automatically activated when you fire phasers while
+shields are up. You may fire photon torpedoes, but they may be
+deflected considerably from their intended course as they pass
+through the shields (depending on shield strength).</para>
+
+<para>You may transfer energy beteen the ship's energy (given as
+<quote>Energy</quote> in the status) and the shields. Thee word
+<quote>TRANSFER</quote> may be abbreviated <quote>T</quote>. The
+ammount of energy to transfer is the number of units of energy you
+wish to take from the ship's energy and put into the shields. If you
+specify an negative number, energy is drained from the shields to the
+ship. Transfering energy constitutes a turn. If you transfer energy
+to the shields while you are under attack, they will be at the new
+energy level when you are next hit.</para>
+
+<para>Enemy torpedoes hitting your ship explode on your shields (if they
+are up) and have essentially the same effect as phaser hits.</para>
+
+</sect1>
+<sect1><title>Phasers</title>
+
+<literallayout>
+Mnemonic: PHASERS
+Shortest abbreviation: P
+Full commands: PHASERS AUTOMATIC <AMOUNT TO FIRE> <NO>
+ PHASERS <AMOUNT TO FIRE> <NO>
+ PHASERS MANUAL <NO> <AMOUNT 1> <AMOUNT 2>...<AMOUNT N>
+</literallayout>
+
+<para>Phasers are energy weapons. As you fire phasers at Klingons, you
+specify an <quote>amount to fire</quote> which is drawn from your
+energy reserves. The amount of total hit required to kill an enemy is
+partly random. but also depends on skill level.</para>
+
+<para>The average hit required to kill an ordinary Klingon varies from 200
+units in the Novice game to 250 units in the Emeritus game.
+Commanders normally require from 600 (Novice) to 700 (Emeritus). The
+Super-commander requres from 875 (Good) to 1000 (Emeritus). Romulans
+require an average of 350 (Novice) to 450 (Emeritus).</para>
+
+<para>Hits on enemies are cumulative, as long as you don't leave the
+quadrant. </para>
+
+<para>In general, not all that you fire will reach the Klingons. The
+farther away they are, the less phaser energy will reach them. If a
+Klingon is adjacent to you, he will receive about 90% of the phaser
+energy directed at him; a Klingon 5 sectors away will receive about
+60% and a Klingon 10 sectors away will receive about 35%. There is
+some randomness involved, so these figures are not exact. Phasers
+have no effect beyond the boundaries of the quadrant you are in.</para>
+
+<para>Phasers may overheat (and be damaged) if you fire too large a burst
+at once. Firing up to 1500 units is safe. From 1500 on up the
+probability of overheat increases with the amount fired.</para>
+
+<para>If phaser firing is automatic, the computer decides how to
+divide up your <amount to fire> among the Klingons present. If
+phaser firing is manual, you specify how much energy to fire at each
+Klingon present (nearest first), rather than just specifying a total
+amount. You can abreviate <quote>MANUAL</quote> and
+<quote>AUTOMATIC</quote> to one or more letters; if you mention
+neither, automatic fire is usually assumed.</para>
+
+<para>Battle computer information is available by firing phasers manually,
+and allowing the computer to prompt you. If you enter zero for the
+amount to fire at each enemy, you will get a complete report, without
+cost. The battle computer will tell you how much phaser energy to
+fire at each enemy for a sure kill. This information appears in
+parentheses prior to the prompt for each enemy. Since the amount is
+computed from sensor data, if either the computer or the S.R. sensors
+are damaged, this information will be unavailable, and phasers must
+be fired manually.</para>
+
+<para>A safety interlock prevents phasers from being fired through
+the shields. If this were not so, the shields would contain your fire
+and you would fry yourself. However, you may utilize the
+<quote>high-speed shield control</quote> to drop shields, fire
+phasers, and raise shields before the enemy can react. Since it takes
+more energy to work the shields rapidly with a shot, it costs you 200
+units of energy each time you activate this control. It is
+automatically activated when you fire phasers while the shields are
+up. By specifying the <no> option, shields are not raised after
+firing.</para>
+
+<para>Phasers have no effect on starbases (which are shielded) or on
+stars.</para>
+
+</sect1>
+<sect1><title>Report</title>
+
+<literallayout>
+Mnemonic: REPORT
+Shortest abbreviation: REP
+</literallayout>
+
+<para>This command supplies you with information about the state of the
+current game. Its purpose is to remind you of things that you have
+learned during play, but may have forgotten, and cannot otherwise
+retrieve if you are not playing at a hard-copy terminal.</para>
+
+<para>You are told the following things:</para>
+
+<itemizedlist>
+<listitem><para>The length and skill level of the game you are playing</para></listitem>
+<listitem><para>The original number of Klingons</para></listitem>
+<listitem><para>How many Klingons you have destroyed</para></listitem>
+<listitem><para>Whether the Super-Commander has been destroyed</para></listitem>
+<listitem><para>How many bases have been destroyed</para></listitem>
+<listitem><para>How many bases are left</para></listitem>
+<listitem><para>What bases (if any) are under attack; your subspace radio
+must have been working since the attack to get this
+information.</para></listitem>
+<listitem><para>How many casualties you have suffered</para></listitem>
+<listitem><para>How many times you have called for help.</para></listitem>
+</itemizedlist>
+
+<para>This same information is automatically given to you when you start to
+play a frozen game.</para>
+
+</sect1>
+<sect1><title>Computer</title>
+
+<literallayout>
+Mnemonic: COMPUTER
+Shortest abbreviation: CO
+</literallayout>
+
+<para>This command allows using the ship's computer (if functional) to
+calculate travel times and energy usage.</para>
+
+</sect1>
+<sect1><title>Photon Torpedoes</title>
+
+<literallayout>
+Mnemonic: PHOTONS
+Shortest abbreviation: PHO
+Full commands: PHOTONS <NUMBER> <TARG1> <TARG2> <TARG3>
+</literallayout>
+
+<para>Photon torpedoes are projectile weapons—you either hit what you aim
+at, or you don't. There are no <quote>partial hits</quote>.</para>
+
+<para>One photon torpedo will usually kill one ordinary Klingon, but it
+usually takes about two for a Klingon Commander. Photon torpedoes
+can also blow up stars and starbases, if you aren't careful.</para>
+
+<para>You may fire photon torpedoes singly, or in bursts of two or three.
+Each torpedo is individually targetable. The computer will prompt
+you, asking for the target sector for each torpedo. Alternately, you
+may specify each target in the command line.</para>
+
+<para>Photon torpedoes cannot be aimed precisely—there is always some
+randomness involved in the direction they go. Photon torpedoes may
+be fired with your shields up, but as they pass through the shields
+they are randomly deflected from their intended course even more.</para>
+
+<para>Photon torpedoes are proximity-fused. The closer they explode to the
+enemy, the more damage they do. There is a hit <quote>window</quote> about one
+sector wide. If the torpedo misses the hit window, it does not
+explode and the enemy is unaffected. Photon torpedoes are only
+effective within the quadrant. They have no effect on things in
+adjacent quadrants.</para>
+
+<para>If more than one torpedo is fired and only one target sector is
+specified, all torpedoes are fired at that sector. For example, to
+fire two torpedoes at sector 3 - 4, you type</para>
+
+<screen>
+ PHO 2 3 4 (or) PHO 2 3 4 3 4
+</screen>
+
+<para>To fire torpedoes at, consecutively, sectors 2 - 6, 1 - 10, and 4 -
+7, type</para>
+
+<screen>
+ PHO 3 2 6 1 10 4 7
+</screen>
+
+<para>There is no restriction to fire directly at a sector. For example,
+you can enter</para>
+
+<screen>
+ PHO 1 3 2.5
+</screen>
+
+<para>to aim between two sectors. However, sector numbers must be 1 to 10
+inclusive.</para>
+
+</sect1>
+<sect1><title>Dock at Starbase</title>
+
+<literallayout>
+Mnemonic: DOCK
+Shortest abbreviation: D
+</literallayout>
+
+<para>You may dock your starship whenever you are in one of the eight
+sector positions immediately adjacent to a starbase. When you dock,
+your starship is resupplied with energy, shield energy photon
+torpedoes, and life support reserves. Repairs also proceed faster at
+starbase, so if some of your devices are damaged, you may wish to stay
+at base (by using the <quote>REST</quote> command) until they are
+fixed. If your ship has more than its normal maximum energy (which
+can happen if you've loaded crystals) the ship's energy is not
+changed.</para>
+
+<para>You may not dock while in standard orbit around a planet.</para>
+
+<para>Starbases have their own deflector shields, so you are completely
+safe from phaser attack while docked. You are also safe from
+long-range tractor beams.</para>
+
+<para>Starbases also have both short and long range sensors, which you can
+use if yours are broken. There's also a subspace radio to get
+information about happenings in the galaxy. Mr. Spock will update the
+star chart if your ask for it while docked and your own radio is dead.</para>
+
+</sect1>
+<sect1><title>Rest</title>
+
+<literallayout>
+Mnemonic: REST
+Shortest abbreviation: R
+Full command: REST <NUMBER OF STARDATES>
+</literallayout>
+
+<para>This command simply allows the specified number of stardates to go
+by. This is useful if you have suffered damages and wish to wait
+until repairs are made before you go back into battle.</para>
+
+<para>It is not generally advisable to rest while you are under attack by
+Klingons.</para>
+
+</sect1>
+<sect1><title>Call Starbase for Help</title>
+
+<literallayout>
+Mnemonic: CALL
+(No abbreviation)
+</literallayout>
+
+<para>[Originally, this command was called <quote>HELP</quote>, but
+these days it might be misinterpreted as built-in
+documentation!]</para>
+
+<para>When you get into serious trouble, you may call starbase for
+help. Starbases have a device called a <quote>long-range transporter
+beam</quote> which they can use to teleport you to base. This works
+by dematerializing your starship at its current position and
+re-materializing it adjacent to the nearest starbase. Teleportation
+is instantaneous, and starbase supplies the required energy—all
+you have to do is let them know (via subspace radio) that you need to
+be rescued.</para>
+
+<para>This command should be employed only when absolutely necessary. In
+the first place, calling for help is an admission on your part that
+you got yourself into something you cannot get yourself out of, and
+you are heavily penalized for this in the final scoring. Secondly,
+the long-range transporter beam is not reliable—starbase can always
+manage to dematerialize your starship, but (depending on distance)
+may or may not be able to re-materialize you again. The long-range
+transporter beam has no absolute maximum range; if you are in the
+same quadrant as a starbase, you have a good chance (about 90%) of
+re-materializing successfully. your chances drop to roughly 50-50 at
+just over 3 quadrants.</para>
+
+</sect1>
+<sect1><title>Abandon Ship</title>
+
+<literallayout>
+Mnemonic: ABANDON
+(no abbreviation)
+</literallayout>
+
+<para>You may abandon the Enterprise if necessary. If there is still a
+starbase in the galaxy, you will be sent there and put in charge of a
+weaker ship, the Faerie Queene.</para>
+
+<para>The Faerie Queene cannot be abandoned.</para>
+
+</sect1>
+<sect1><title>Self-Destruct</title>
+
+<literallayout>
+Mnemonic: DESTRUCT
+(no abbreviation)
+</literallayout>
+
+<para>You may self-destruct, thus killing yourself and ending the game. If
+there are nearby Klingons, you may take a few of them with you (the
+more energy you have left, the bigger the bang).</para>
+
+<para>In order to self-destruct you must remember the password you typed in
+at the beginning of the game.</para>
+
+</sect1>
+<sect1><title>Quit Game</title>
+
+<literallayout>
+Mnemonic: QUIT
+(no abbreviation)
+</literallayout>
+
+<para>Immediately cancel the current game; no conclusion is reached. You
+will be given an opportunity to start a new game or to leave the Star
+Trek program.</para>
+
+</sect1>
+<sect1><title>Sensor-Scan</title>
+
+<literallayout>
+Mnemonic: SENSORS
+Shortest abbreviation: SE
+</literallayout>
+
+<para>Utilizing the short-range sensors, science officer Spock gives you a
+readout on any planet in your quadrant. Planets come in three
+classes: M, N, and O. Only class M planets have earth-like
+conditions. Spock informs you if the planet has any dilithium
+crystals. Sensor scans are free.</para>
+
+</sect1>
+<sect1><title>Enter Standard Orbit</title>
+
+<literallayout>
+Mnemonic: ORBIT
+Shortest abbreviation: O
+</literallayout>
+
+<para>To land on a planet you must first be in standard orbit. You achieve
+this in a manner similar to docking at starbase. Moving to one of
+the eight sector positions immediately adjacent to the planet, you
+give the orbit command which puts your ship into standard orbit about
+the planet. Since this is a maneuver, a small amount of time is
+used; negligible energy is required. If enemies are present, they
+will attack.</para>
+
+</sect1>
+<sect1><title>Transporter Travel</title>
+
+<literallayout>
+Mnemonic: TRANSPORT
+Shortest abbreviation: T
+</literallayout>
+
+<para>The transporter is a device which can convert any physical object
+into energy, beam the energy through space, and reconstruct the
+physical object at some destination. Transporting is one way to land
+on a planet. Since the transporter has a limited range, you must be
+in standard orbit to beam down to a planet. Shields must be down
+while transporting.</para>
+
+<para>The transport command is used to beam a landing party onto a planet
+to mine <quote>dilithium crystals</quote>. Each time the command is given the
+landing party (which you lead) moves from the ship to the planet, or
+vice-versa.</para>
+
+<para>You are advised against needless transporting, since like all
+devices, the transporter will sometimes malfunction.</para>
+
+<para>The transporter consumes negligible time and energy. Its use does
+not constitute a <quote>turn</quote>.</para>
+
+</sect1>
+<sect1><title>Shuttle Craft</title>
+
+<literallayout>
+Mnemonic: SHUTTLE
+Shortest abbreviation: SHU
+</literallayout>
+
+<para>An alternate way to travel to and from planets. Because of limited
+range, you must be in standard orbit to use the shuttle craft, named
+"Galileo". Shields must be down.</para>
+
+<para>Unlike transporting, use of the shuttle craft does constitute a
+<quote>turn</quote> since time is consumed. The time naturally
+depends on orbit altitude, and is equal to 3.0e-5 times altitude.
+Shuttling uses no ship energy.</para>
+
+<para>You should use the same travel device going from the planet to the
+ship as you use to go from the ship to the planet. However it is
+possible to transport to the planet and have the Galileo crew come
+and pick your landing party up, or to take the Galileo to the planet
+and then transport back, leaving the shuttle craft on the planet.</para>
+
+</sect1>
+<sect1><title>Mine Dilithium Crystals</title>
+
+<literallayout>
+Mnemonic: MINE
+Shortest abbreviation: MI
+</literallayout>
+
+<para>Once you and your mining party are on the surface of a planet which
+has dilithium crystals, this command will dig them for you.</para>
+
+<para>Mining requires time and constitutes a <quote>turn</quote>. No
+energy is used. Class M planets require 0.1 to 0.3 stardates to mine.
+Class N planets take twice as long, and class O planets take three
+times as long.</para>
+
+<para>Dilithium crystals contain enormous energy in a form that is readily
+released in the ship's power system. It is an excellent idea to mine
+them whenever possible, for use in emergencies. You keep the
+crystals until the game is over or you abandon ship when not at a
+starbase.</para>
+
+</sect1>
+<sect1><title>Load Dilithium Crystals</title>
+
+<literallayout>
+Mnemonic: CRYSTALS
+Shortest abbreviation: CR
+</literallayout>
+
+<para>This is a very powerful command which should be used with caution.
+Once you have dilithium crystals aboard ship, this command will
+instruct engineering officer Scott and Mr. Spock to place a raw
+dilithium crystal into the power channel of the ship's
+matter-antimatter converter. When it works, this command will
+greatly boost the ship's energy.</para>
+
+<para>Because the crystals are raw and impure, instabilities can occur in
+the power channel. Usually Scotty can control these. When he
+cannot, the results are disastrous. Scotty will use those crystals
+that appear to be most stable first.</para>
+
+<para>Since using raw dilithium crystals for this purpose entails
+considerable risk, Starfleet Regulations allow its use only during
+"condition yellow". No time or energy is used.</para>
+
+</sect1>
+<sect1><title>Planet Report</title>
+
+<literallayout>
+Mnemonic: PLANETS
+Shortest abbreviation: PL
+</literallayout>
+
+<para>Mr. Spock presents you a list of the available information on planets
+in the galaxy. Since planets do not show up on long-range scans, the
+only way to obtain this information is with the <quote>SENSORS</quote> command.</para>
+
+</sect1>
+<sect1><title>Freeze</title>
+
+<literallayout>
+Mnemonic: FREEZE
+(no abbreviation)
+Full command: FREEZE <FILE NAME>
+</literallayout>
+
+<para>The purpose of the FREEZE command is to allow a player to save the
+current state of the game, so that it can be finished later. A
+plaque may not be generated from a frozen game. A file with the
+specified <file name> and type '.TRK' is created (if necessary) in
+the current directory, and all pertinent information about the game
+is written to that file. The game may be continued as usual or be
+terminated at the user's option.</para>
+
+<para>To restart a game created by the <quote>FREEZE</quote> command,
+the user need only type <quote>FROZEN</quote> in response to the
+initial question about the type of game desired, followed by the
+<file name>.</para>
+
+<para>NOTE: A <quote>tournament</quote> game is like a frozen game,
+with the following differences. (1) Tournament games always start
+from the beginning, while a frozen game can start at any point. (2)
+Tournament games require only that the player remember the name or
+number of the tournament, while the information about a frozen game
+must be kept on a file. Tournament games can be frozen, but then they
+behave like regular frozen games.</para>
+
+<para>A point worth noting is that 'FREEZE' does not save the seed for the
+random number generator, so that identical actions after restarting
+the same frozen game can lead to different results. However,
+identical actions after starting a given tournament game always lead
+to the same results.</para>
+
+</sect1>
+<sect1><title>Request</title>
+
+<literallayout>
+Mnemonic: REQUEST
+Shortest abbreviation: REQ
+Full command: REQUEST <ITEM>
+</literallayout>
+
+<para>This command allows you to get any single piece of information
+from the <STATUS> command. <ITEM> specifies which
+information as follows:</para>
+
+<informaltable>
+<tgroup cols='3'>
+<thead>
+<row>
+ <entry>Information</entry>
+ <entry>Mnemonic for <item></entry>
+ <entry>Shortest Abbreviation</entry>
+</row>
+</thead>
+<tbody>
+<row><entry>STARDATE</entry> <entry>DATE</entry> <entry>D</entry></row>
+<row><entry>CONDITION</entry> <entry>CONDITION</entry> <entry>C</entry></row>
+<row><entry>POSITION</entry> <entry>POSITION</entry> <entry>P</entry></row>
+<row><entry>LIFE SUPPORT</entry><entry>LSUPPORT</entry> <entry>L</entry></row>
+<row><entry>WARP FACTOR</entry> <entry>WARPFACTOR</entry><entry>W</entry></row>
+<row><entry>ENERGY</entry> <entry>ENERGY</entry> <entry>E</entry></row>
+<row><entry>TORPEDOES</entry> <entry>TORPEDOES</entry> <entry>T</entry></row>
+<row><entry>SHIELDS</entry> <entry>SHIELDS</entry> <entry>S</entry></row>
+<row><entry>KLINGONS LEFT</entry><entry>KLINGONS</entry> <entry>K</entry></row>
+<row><entry>TIME LEFT</entry> <entry>TIME</entry> <entry>TI</entry></row>
+</tbody>
+</tgroup>
+</informaltable>
+
+</sect1>
+<sect1><title>Experimental Death Ray</title>
+
+<literallayout>
+Mnemonic: DEATHRAY
+(No abbreviation)
+</literallayout>
+
+<para>This command should be used only in those desperate cases where
+you have absolutely no alternative. The death ray uses energy to
+rearrange matter. Unfortunately, its working principles are not yet
+thoroughly understood, and the results are highly
+unpredictable.</para>
+
+<para>The only good thing that can result is the destruction of all
+enemies in your current quadrant. This will happen about 70% of the
+time. Only enemies are destroyed; starbases, stars, and planets are
+unaffected.</para>
+
+<para>Constituting the remaining 30% are results varying from bad to
+fatal.</para>
+
+<para>The death ray requires no energy or time, but if you survive, enemies
+will hit you.</para>
+
+<para>The Faerie Queene has no death ray.</para>
+
+<para>If the death ray is damaged in its use, it must be totally replaced.
+This can only be done at starbase. Because it is a very complex
+device, it takes 9.99 stardates at base to replace the death ray.
+The death ray cannot be repaired in flight.</para>
+
+</sect1>
+<sect1><title>Launch Deep Space Probe</title>
+
+<literallayout>
+Mnemonic: PROBE
+Shortest abbreviation: PR
+Full command: PROBE <ARMED> MANUAL <displacement>
+ PROBE <ARMED> AUTOMATIC <destination>
+</literallayout>
+
+<para>The Enterprise carries a limited number of Long Range Probes. These
+fly to the end of the galaxy and report back a count of the number of
+important things found in each quadrant through which it went. The
+probe flies at warp 10, and therefore uses time during its flight.
+Results are reported immediately via subspace radio and are recorded
+in the star chart.</para>
+
+<para>The probe can also be armed with a NOVAMAX warhead. When launched
+with the warhead armed, the probe flies the same except as soon as it
+reaches the target location, it detonates the warhead in the heart of
+a star, causing a supernova and destroying everything in the
+quadrant. It then flies no further. There must be a star in the
+target quadrant for the NOVAMAX to function. </para>
+
+<para>The probe can fly around objects in a galaxy, but is destroyed if it
+enters a quadrant containing a supernova, or if it leaves the galaxy.</para>
+
+<para>The target location is specified in the same manner as the MOVE
+command, however for automatic movement, if only one pair of
+coordinates are specified they are assumed to be the quadrant and not
+the sector in the current quadrant!</para>
+
+<para>The Faerie Queene has no probes.</para>
+
+</sect1>
+<sect1><title>Emergency Exit</title>
+
+<literallayout>
+Mnemonic: EMEXIT
+Shortest abbreviation: E
+</literallayout>
+
+<para>This command provides a quick way to exit from the game when you
+observe a Klingon battle cruiser approaching your terminal. Its
+effect is to freeze the game on the file 'EMSAVE.TRK' in your current
+directory, erase the screen, and exit.</para>
+
+<para>Of course, you do lose the chance to get a plaque when you use this
+maneuver.</para>
+
+</sect1>
+<sect1><title>Ask for Help</title>
+
+<literallayout>
+Mnemonic: HELP
+Full command: HELP <command>
+</literallayout>
+
+<para>This command reads the appropriate section from the SST.DOC file,
+providing the file is in the current directory.</para>
+
+</sect1>
+</chapter>
+<chapter><title>Miscellaneous Notes</title>
+
+<para>Starbases can be attacked by either commanders or by the
+<quote>Super-Commander</quote>. When this happens, you will be
+notified by subspace radio, provided it is working. The message will
+inform you how long the base under attack can last. Since the
+<quote>Super-Commander</quote> is more powerful than an ordinary
+commander, he can destroy a base more quickly.</para>
+
+<para>The <quote>Super-Commander</quote> travels around the galaxy at a speed of about
+warp 6 or 7. His movement is strictly time based; the more time
+passes, the further he can go.</para>
+
+<para>Scattered through the galaxy are certain zones of control,
+collectively designated the <quote>Romulan Neutral Zone</quote>. Any
+quadrant which contains Romulans without Klingons is part of the
+Neutral Zone, except if a base is present. Since Romulans do not show
+on either the long-range scan or the star chart, it is easy for you to
+stumble into this zone. When you do, if your subspace radio is
+working, you will receive a warning message from the Romulan, politely
+asking you to leave.</para>
+
+<para>In general, Romulans are a galactic nuisance.</para>
+
+<para>The high-speed shield control is fairly reliable, but it has been
+known to malfunction.</para>
+
+<para>You can observe the galactic movements of the
+<quote>Super-Commander</quote> on the star chart, provided he is in
+territory you have scanned and your subspace radio is working.</para>
+
+<para>Periodically, you will receive intelligence reports from
+starfleet command, indicating the current quadrant of the
+<quote>Super-Commander</quote>. Your subspace radio must be working,
+of course.</para>
+
+<para>Each quadrant will contain from 0 to 3 black holes. Torpedoes
+entering a black hole disappear. In fact, anything entering a black
+hole disappears, permanently. If you can displace an enemy into one,
+he is a goner. Black holes do not necessarily remain in a quadrant.
+they are transient phenomena.</para>
+
+<para>Commanders will ram your ship, killing themselves and inflicting
+heavy damage to you, if they should happen to decide to advance into
+your sector.</para>
+
+<para>You can get a list of commands by typing
+<quote>COMMANDS</quote>.</para>
+
+</chapter>
+<chapter><title>Scoring</title>
+
+<para>Scoring is fairly simple. You get points for good things, and you
+lose points for bad things.</para>
+
+<para>You gain—</para>
+
+<orderedlist>
+<listitem><para>10 points for each ordinary Klingon you kill,</para></listitem>
+<listitem><para>50 points for each commander you kill,</para></listitem>
+<listitem><para>200 points for killing the <quote>Super-Commander</quote>,</para></listitem>
+<listitem><para>20 points for each Romulan killed,</para></listitem>
+<listitem><para>1 point for each Romulan captured.</para></listitem>
+<listitem>
+<para>100 times your average Klingon/stardate kill rate. If you lose
+the game, your kill rate is based on a minimum of 5 stardates.</para>
+</listitem>
+<listitem>
+<para>You get a bonus if you win the game, based on your rating:</para>
+<para>Novice=100, Fair=200, Good=300, Expert=400, Emeritus=500.</para>
+</listitem>
+</orderedlist>
+
+<para>You lose—</para>
+
+<orderedlist>
+<listitem><para>200 points if you get yourself killed,</para></listitem>
+<listitem><para>100 points for each starbase you destroy,</para></listitem>
+<listitem><para>100 points for each starship you lose,</para></listitem>
+<listitem><para>45 points for each time you had to call for help,</para></listitem>
+<listitem><para>10 points for each planet you destroyed,</para></listitem>
+<listitem><para>5 points for each star you destroyed, and</para></listitem>
+<listitem><para>1 point for each casualty you incurred.</para></listitem>
+</orderedlist>
+
+<para>In addition to your score, you may also be promoted one grade in rank
+if you play well enough. Promotion is based primarily on your
+Klingon/stardate kill rate, since this is the best indicator of
+whether you are ready to go on to the next higher rating. However,
+if you have lost 100 or more points in penalties, the required kill
+rate goes up. Normally, the required kill rate is 0.1 * skill *
+(skill + 1.0) + 0.1, where skill ranges from 1 for Novice to 5 for
+Emeritus.</para>
+
+<para>You can be promoted from any level. There is a special
+promotion available if you go beyond the <quote>Expert</quote> range.
+You can also have a certificate of merit printed with your name, date,
+and Klingon kill rate, provided you are promoted from either the
+<quote>Expert</quote> or <quote>Emeritus</quote> levels. This
+<quote>plaque</quote> requires a 132 column printer. You may need
+print the certificate to a file, import it into your word processor,
+selecting Courier 8pt font, and then print in <quote>landscape
+orientation</quote>.</para>
+
+<para>You should probably start out at the novice level, even if you are
+already familiar with one of the other versions of the Star Trek
+game—but, of course, the level of game you play is up to you. If
+you want to start at the Expert level, go ahead. It's your funeral.
+The emeritus game is strictly for masochists.</para>
+
+</chapter>
+<chapter><title>Handy Reference Page</title>
+
+<literallayout format='linespecific' class='monospaced'>
+ ABBREV FULL COMMAND DEVICE USED
+ ------ ------------ -----------
+ ABANDON ABANDON shuttle craft
+ C CHART (none)
+ CALL CALL (for help) subspace radio
+ CO COMPUTER computer
+ CR CRYSTALS (none)
+ DA DAMAGES (none)
+ DEATHRAY DEATHRAY (none)
+ DESTRUCT DESTRUCT computer
+ D DOCK (none)
+ E EMEXIT (none)
+ FREEZE FREEZE <FILE NAME> (none)
+ I IMPULSE <MANUAL> <DISPLACEMENT> impulse engines
+ IMPULSE AUTOMATIC <DESTINATION> impulse engines and computer
+ L LRSCAN long-range sensors
+ MI MINE (none)
+ M MOVE <MANUAL> <DISPLACEMENT> warp engines
+ MOVE AUTOMATIC <DESTINATION> warp engines and computer
+ O ORBIT warp or impulse engines
+ P PHASERS <TOTAL AMOUNT> phasers and computer
+ PHASERS AUTOMATIC <TOTAL AMOUNT> phasers, computer, sr sensors
+ PHASERS MANUAL <AMT1> <AMT2> ... phasers
+ PHO PHOTONS <NUMBER> <TARGETS> torpedo tubes
+ PL PLANETS (none)
+ PR PROBE <ARMED> <MANUAL> <DISPLACEMENT> probe launcher, radio
+ PROBE <ARMED> AUTOMATIC <DESTINATION> launcher, radio, computer
+ REP REPORT (none)
+ REQ REQUEST (none)
+ R REST <NUMBER OF STARDATES> (none)
+ QUIT QUIT (none)
+ S SRSCAN <NO or CHART> short-range sensors
+ SE SENSORS short-range sensors
+ SH SHIELDS <UP, DOWN, or TRANSFER> deflector shields
+ SHU SHUTTLE shuttle craft
+ ST STATUS (none)
+ T TRANSPORT transporter
+ W WARP <FACTOR> (none)
+
+ L. R. Scan: thousands digit: supernova
+ hundreds digit: Klingons
+ tens digit: starbases
+ ones digit: stars
+ period (.): digit not known (star chart only)
+
+Courses are given in manual mode in X - Y displacements; in automatic
+ mode as destination quadrant and/or sector. Manual mode is default.
+Distances are given in quadrants. A distance of one sector is 0.1 quadrant.
+Ordinary Klingons have about 400 units of energy, Commanders about
+ 1200. Romulans normally have about 800 units of energy, and the
+ (GULP) "Super-Commander" has about 1800.
+Phaser fire diminishes to about 60 percent at 5 sectors. Up to 1500
+ units may be fired in a single burst without danger of overheat.
+Warp 6 is the fastest safe speed. At higher speeds, engine damage
+ may occur. At warp 10 you may enter a time warp.
+Shields cost 50 units of energy to raise, and double the power
+ requirements of moving under warp drive. Engaging the high-speed
+ shield control requires 200 units of energy.
+Warp drive requires (distance)*(warp factor cubed) units of energy
+ to travel at a speed of (warp factor squared)/10 quadrants per stardate.
+Impulse engines require 20 units to warm up, plus 100 units per
+ quadrant. Speed is just under one sector per stardate.
+</literallayout>
+
+</chapter>
+<chapter><title>Game History and Modifications</title>
+
+<sect1><title>Tom Almy's story</title>
+
+<para>Back in (about) 1977 I got a copy of this Super Star Trek game for
+the CDC 6600 mainframe computer. Someone had converted it to PDP-11
+Fortran but couldn't get it to run because of its size. I modified
+the program to use overlays and managed to shoehorn it in on the 56k
+byte machine.</para>
+
+<para>I liked the game so much I put some time into fixing bugs, mainly
+what could be called continuity errors and loopholes in the game's
+logic. We even played a couple tournaments.</para>
+
+<para>In 1979, I lost access to that PDP-11. I did save the source code
+listing. In 1995, missing that old friend, I started converting the
+program into portable ANSI C. It's been slow, tedious work that took
+over a year to accomplish.</para>
+
+<para>In early 1997, I got the bright idea to look for references to
+<quote>Super Star Trek</quote> on the World Wide Web. There weren't
+many hits, but there was one that came up with 1979 Fortran sources!
+This version had a few additional features that mine didn't have,
+however mine had some feature it didn't have. So I merged its features
+that I liked. I also took a peek at the DECUS version (a port, less
+sources, to the PDP-10), and some other variations.</para>
+
+<para>Modifications I made:</para>
+
+<para>Compared to original version, I've changed the
+<quote>help</quote> command to <quote>call</quote> and the
+<quote>terminate</quote> command to <quote>quit</quote> to better
+match user expectations. The DECUS version apparently made those
+changes as well as changing <quote>freeze</quote> to
+<quote>save</quote>. However I like <quote>freeze</quote>.</para>
+
+<para>I added EMEXIT from the 1979 version.</para>
+
+<para>That later version also mentions srscan and lrscan working when
+docked (using the starbase's scanners), so I made some changes here
+to do this (and indicating that fact to the player), and then
+realized the base would have a subspace radio as well — doing a
+Chart when docked updates the star chart, and all radio reports will
+be heard. The Dock command will also give a report if a base is under
+attack.</para>
+
+<para>It also had some added logic to spread the initial positioning of
+bases. That made sense to add because most people abort games with
+bad base placement.</para>
+
+<para>The experimental deathray originally had only a 5% chance of success,
+but could be used repeatedly. I guess after a couple years of use, it
+was less <quote>experimental</quote> because the 1979 version had a 70% success
+rate. However it was prone to breaking after use. I upgraded the
+deathray, but kept the original set of failure modes (great humor!).</para>
+
+<para>I put in the Tholian Web code from the 1979 version.</para>
+
+<para>I added code so that Romulans and regular Klingons could move in
+advanced games. I re-enabled the code which allows enemy ships to
+ram the Enterprise; it had never worked right. The 1979 version
+seems to have it all fixed up, but I'm still not overly happy with
+the algorithm.</para>
+
+<para>The DECUS version had a Deep Space Probe. Looked like a good idea
+so I implemented it based on its description.</para>
+
+</sect1>
+<sect1><title>Stas Sergeev's story</title>
+
+<para>I started from an older Tom Almy version and added features I had
+seen in mainframe variants of the game, I wrote a screen-oriented
+interface for it based on the curses library.</para>
+
+<itemizedlist>
+<listitem>
+<para>The Space Thingy can be shoved, if you ram it, and can fire back if
+fired upon.</para>
+</listitem>
+<listitem>
+<para>The Tholian can be hit with phasers.</para>
+</listitem>
+<listitem>
+<para>When you are docked, base covers you with an almost invincible shields
+ (a commander can still ram you, or a Romulan can destroy the base,
+ or a SCom can even succeed with direct attack IIRC, but this rarely
+ happens).</para>
+</listitem>
+<listitem>
+<para>SCom can't escape from you if no more enemies remain (without this,
+ chasing SCom can take an eternity).</para>
+</listitem>
+<listitem>
+<para>Probe target you enter is now the destination quadrant. Before I don't
+ remember what it was, but it was something I had difficulty using)</para>
+</listitem>
+<listitem>
+<para>Secret password is now autogenerated.</para>
+</listitem>
+<listitem>
+<para>Victory plaque is adjusted for A4 paper rather than 132-column greenbar
+:-)</para>
+</listitem>
+<listitem>
+<para>Phasers now tells you how much energy needed, but only if the computer
+is alive.</para>
+</listitem>
+<listitem>
+<para>Planets are auto-scanned when you enter the quadrant.</para>
+</listitem>
+<listitem>
+<para>Mining or using crystals in presense of enemy now yields an attack.
+There are other minor adjustments to what yields an attack
+and what does not.</para>
+</listitem>
+<listitem>
+<para>Ramming a black hole is no longer instant death. There is a
+chance you might get timewarped instead.</para>
+</listitem>
+<listitem>
+<para>"freeze" command reverts to "save", most people will understand this
+better anyway.</para>
+</listitem>
+<listitem>
+<para>Screen-oriented interface, with sensor scans always up.</para>
+</listitem>
+</itemizedlist>
+
+</sect1>
+<sect1><title>Eric Raymond's story</title>
+
+<para>I played the FORTRAN version of this game in the mid-1970s on a
+DEC minicomputer. In the late 1980s Dave Matuszek and I became
+friends; I was vaguely aware that he had had something to do with the
+original Star Trek game. In October 2004, sitting in Dave's living
+room, we got to talking about the game and I realized it would make a
+great exhibit for the <ulink
+url='http://www.catb.org/retro/'>Retrocomputing Museum</ulink>.</para>
+
+<para>A few quick web searches later we found Tom Almy's page. We
+downloaded his code and Dave verified that that it was a direct
+descendent of UT Super Star Trek — even though it had been translated
+to C, he was able to recognize names and techniques from the FORTRAN
+version.</para>
+
+<para>Thus, this game is a cousin of Eric Allman's BSD Trek game, which is
+also derived from UT Super Star Trek. However, this one has had a lot
+more stuff folded into it over the years — deep space probes,
+dilithium mining, the Tholian Web, and so forth.</para>
+
+<para>One signature trait of this group of variants is that the sectors are
+10x10 rather than the 8x8 in Mike Mayfield's 1972 original and its
+BASIC descendants) Also, you set courses and firing directions with
+rectangular rather than polar coordinates. It also preserves the
+original numbered quadrants rather than the astronomically-named
+quadrants introduced into many BASIC versions.</para>
+
+<para>This game is now an open-source project; see the <ulink
+url='http://developer.berlios.de/projects/sst/'>project
+site</ulink>.</para>
+
+<para>After I launched the Berlios project, Stas Sergeev contacted me
+me. We worked together to merge in his changes.</para>
+
+<para>Modifications I've made:</para>
+
+<itemizedlist>
+<listitem><para>
+I converted the flat-text SST.DOC file to XML-Docbook so it can be
+webbed. (That's what you're reading now.)
+</para></listitem>
+<listitem><para>
+The command-help code needed a rewrite because the flat-text form of
+the documentation is now generated from XML and doesn't have the
+easily recognizable section delimiters it used to. I wrote a script
+to filter that flat-text form into an sst.doc that's easy to parse for
+command descriptions, and changed some logic in sst.c to match.
+</para></listitem>
+<listitem><para>
+I've cleaned up a lot of grubby FORTRANisms in the code internals --
+used sizeof(), replaced magic numeric constants with #defines,
+that sort of thing.
+</para></listitem>
+<listitem><para>
+I fixed a surprising number of typos in the code and documentation.
+</para></listitem>
+<listitem><para>
+All the game state now lives in one big structure that can be
+written to and read from disk as one blob. The write gives it an
+an identifiable magic number and the thaw logic checks for same.
+</para></listitem>
+<listitem><para>
+I made the internal pager work, nd in the process got rid of a number
+of platform dependencies in the code.
+</para></listitem>
+<listitem><para>
+The HELP/CALL/SOS command is now MAYDAY. SOS and CALL are still accepted.
+</para></listitem>
+</itemizedlist>
+
+<para>Here are some good pages on the history of Star Trek games:</para>
+
+<itemizedlist>
+<listitem><para>
+<ulink url='http://www.dunnington.u-net.com/public/startrek/'>http://www.dunnington.u-net.com/public/startrek/</ulink>
+</para></listitem>
+<listitem><para>
+<ulink url='http://www3.sympatico.ca/maury/games/space/star_trek.html'>http://www3.sympatico.ca/maury/games/space/star_trek.html</ulink>
+</para></listitem>
+<listitem><para>
+<ulink url='http://www.cactus.org/%7Enystrom/startrek.html'>http://www.cactus.org/%7Enystrom/startrek.html</ulink>
+</para></listitem>
+</itemizedlist>
+
+</sect1>
+<sect1><title>Authors' Acknowledgments</title>
+
+<para>These are the original acknowledgments by Dave Matuszek and Paul
+Reynolds:</para>
+
+<para>The authors would like to thank Professor Michael Duggan for his
+encouragement and administrative assistance with the development of
+the Star Trek game, without which it might never have been completed.</para>
+
+<para>Much credit is due to Patrick McGehearty and Rich Cohen, who assisted
+with the original design of the game and contributed greatly to its
+conceptual development.</para>
+
+<para>Thanks are also due to Carl Strange, Hardy Tichenor and Steven Bruell
+for their assistance with certain coding problems.</para>
+
+<para>This game was inspired by and rather loosely based on an earlier
+game, programmed in the BASIC language, by Jim Korp and Grady Hicks.
+It is the authors' understanding that the BASIC game was in turn
+derived from a still earlier version in use at Penn State University.</para>
+
+</sect1>
+<sect1><title>References</title>
+
+<orderedlist>
+<listitem><para><citetitle>Star Trek</citetitle> (the original television
+series), produced and directed by Gene Rodenberry.</para></listitem>
+
+<listitem><para><citetitle>Star Trek</citetitle> (the animated
+television series), produced by Gene Rodenberry and directed by Hal
+Sutherland. Also excellent, and not just kiddie fare. If you enjoyed
+the original series you should enjoy this one (unless you have some
+sort of a hangup about watching cartoons).</para></listitem>
+
+<listitem><para><citetitle>The Making of Star Trek</citetitle>, by
+Steven E. Whitfield and Gene Rodenberry. The best and most complete
+readily available book about Star Trek. (Ballantine
+Books)</para></listitem>
+
+<listitem><para><citetitle>The World of Star Trek</citetitle>, by
+David Gerrold. Similiar in scope to the above book.
+(Bantam)</para></listitem>
+
+<listitem><para><citetitle>The Star Trek Guide</citetitle>, third revision 4/17/67, by Gene
+Roddenberry. The original writer's guide for the television
+series, but less comprehensive than (3) above.
+(Norway Productions)</para></listitem>
+
+<listitem><para><citetitle>The Trouble With Tribbles</citetitle>, by
+David Gerrold. Includes the complete script of this popular show.
+(Ballantine Books)</para></listitem>
+
+<listitem><para><citetitle>Star Trek</citetitle>, <citetitle>Star Trek
+2</citetitle>, ..., <citetitle>Star Trek 9</citetitle>, by James
+Blish. The original shows in short story form.
+(Bantam)</para></listitem>
+
+<listitem><para><citetitle>Spock Must Die</citetitle>, by James Blish.
+An original novel, but rather similar to the show <citetitle>The Enemy
+Within</citetitle>. (Bantam)</para></listitem>
+
+<listitem><para>Model kits of the Enterprise and a <quote>Klingon
+Battle-Cruiser</quote> by AMT Corporation are available at most hobby
+shops.</para></listitem>
+</orderedlist>
+
+</sect1>
+</chapter>
+</book>