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