From: Eric S. Raymond Date: Mon, 1 Nov 2004 20:46:57 +0000 (+0000) Subject: Help system revamped. X-Git-Tag: 2.0~444 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=4df73495bbade3ebd8b03d68f838f67dd717db8f Help system revamped. We still needs to fix it so it doesn't assume the help file is in the current directory. --- diff --git a/makefile b/makefile index 59efa67..5ca423b 100644 --- a/makefile +++ b/makefile @@ -1,4 +1,4 @@ -CFLAGS= -O +CFLAGS= -O -g .c.o: $(CC) $(CFLAGS) -c $< @@ -7,11 +7,18 @@ OFILES= sst.o finish.o reports.o setup.o linux.o moving.o battle.o events.o HFILES= sst.h +all: sst sst.doc + sst: $(OFILES) gcc -o sst $(OFILES) -lm $(OFILES): $(HFILES) +sst-doc.txt: + xmlto --skip-validation txt sst-doc.xml +sst.doc: sst-doc.txt + makehelp.py >sst.doc + clean: - rm -f *.o sst + rm -f *.o sst sst-doc.txt sst.doc diff --git a/makehelp.py b/makehelp.py new file mode 100755 index 0000000..ec69dfb --- /dev/null +++ b/makehelp.py @@ -0,0 +1,45 @@ +#!/usr/bin/env python +# +# Generate an on-line help file for SST from the text generated from +# the XML documentation. +# +# By Eric S. Raymond for the Super Star Trek project +import os, re, sys + +enddelim = "********\n" + +# This is the part most likely to bit-rot +beginmarker1 = "Mnemonic:" +endmarker1 = "Miscellaneous Notes" +beginmarker2 = " ABBREV" +endmarker2 = "Game History and Modifications" + +fp = open("sst-doc.txt", "r") +savetext = "" +state = 0 +while True: + line = fp.readline() + if not line: + break + if state == 0 and line.startswith(beginmarker1): + line = "%% " + line[12:].lstrip() + state = 1 + if state == 0 and line.startswith(beginmarker2): + savetext += enddelim + "%% ABBREV\n" + state = 2 + if state == 1: + if line.find(endmarker1) > -1: + state = 0 + if state == 2: + if line.find(endmarker2) > -1: + state = 0 + if state: + savetext += line + +# Remove the section titles +savetext = re.sub("\n+.*\n*Mnemonic:\\s*", "\n********\n%% ", savetext) + +# Hack Unicode non-breaking spaces into ordinary spaces +savetext = savetext.replace("\xc2\xa0", " ").replace("\240", "") + +sys.stdout.write(savetext + enddelim) diff --git a/sst-doc.xml b/sst-doc.xml new file mode 100644 index 0000000..c5863a7 --- /dev/null +++ b/sst-doc.xml @@ -0,0 +1,1743 @@ + + + + +Super Star Trek + + + + + David + Matuzsek + + + Paul + Reynolds + + + Tom + Almy + + + Eric + Steven + Raymond + + + + + + SSSSS U U PPPPP EEEEE RRRRR + S U U P P E R R + SSSSS U U PPPPP EEEE RRRRR + S U U P E R R + SSSSS UUUUU P EEEEE R R + + + SSSSSSS TTTTTTTT A RRRRRRR + SSSSSSSS TTTTTTTT AAA RRRRRRRR + SS TT AAA RR RR + SSSSSSS TT AA AA RR RR + SSSSSSS TT AA AA RRRRRRRR + SS TT AAAAAAA RRRRRRR + SS TT AAAAAAA RR RR + SSSSSSSS TT AA AA RR RR + SSSSSSS TT AA AA RR RR + + + + TTTTTTTT RRRRRRR EEEEEEEEE KK KK + TTTTTTTT RRRRRRRR EEEEEEEEE KK KK + TT RR RR EE KK KK + TT RR RR EEEEEE KKKKKK + TT RRRRRRRR EEEEEE KKKKK + TT RRRRRRR EE KK KK + TT RR RR EE KK KK + TT RR RR EEEEEEEEE KK KK + TT RR RR EEEEEEEEE KK KK + + + Produced For Your Enjoyment + + By + + David Matuszek + and + Paul Reynolds + + With Modifications By + Don Smith + + Resurrected By + Tom Almy + + + + +Permission is hereby granted for the copying, distribution, +modification and use of this program and associated documentation +for recreational purposes, provided that all references to the +authors are retained. However, permission is not and will not be +granted for the sale or promotional use of this program or program +documentation, or for use in any situation in which profit may be +considered an objective, since it is the desire of the authors to +respect the copyrights of the originators of Star Trek. + + + +Introduction +The Organian Peace Treaty has collapsed, and the Federation is at war +with the Klingon Empire. Joining the Klingons against the Federation +are the members of the Romulan Star Empire. As commander of the +Starship U.S.S. Enterprise, your job is to wipe out the Klingon +invasion fleet and make the galaxy safe for democracy. + +Your battleground is the entire galaxy, which for convenience is +divided up into eight rows of eight quadrants each, like a +checkerboard. Rows are numbered from top to bottom, and columns are +numbered left to right, so quadrant 1 - 8 would be in the upper right +hand corner of the galaxy. + +During battle you will be concerned only with those enemies that +occupy the same quadrant as yourself. Quadrants are divided up into +sectors: ten rows of ten sectors each. Sectors are numbered in the +same way as quadrants, so the sector in the upper right corner is +sector 1 - 10. You have a short-range scanner which allows you to +look at the entire quadrant in a single display. + +Enemies recharge during your absence. If you leave a quadrant +containing a weakened enemy, when you return to that quadrant he will +be strong again. Also, each time you enter a quadrant, the positions +of everthing in the quadrant (except your ship) are randomized, to +save you the trouble of trying to remember where everything in the +quadrant is. Notice that this refers only to the positions of things +in the quadrant—the numbers of each kind of thing are not changed +(except for black holes and the Super-commander, which move around +the galaxy). If you kill something, it stays dead. + +The Romulans are not as serious a threat to the Federation as the +Klingons. For one thing, there are not as many of them. For +another, the Romulans are not as treacherous. However, Romulans are +not to be trifled with, especially when you are in violation of the +Romulan Neutral Zone. + +There are two kinds of Klingons: Ordinary Klingons, which are +bad enough, and Klingon Commanders, which are even worse. Commanders +are about three times stronger than ordinary Klingons. Commanders are +more resistant to your weapons. Commanders can move about during +battle while Ordinary Klingons stay put. And finally, Commanders have +a thing called a long-range tractor beam which they can +use, at random intervals, to yank you away from what you are doing +into their quadrant, to do battle with them. There is also a special +commander, called the Super-commander. This character +is so bad he is reserved for the Good, Expert, and Emeritus games. +Fortunately, there is just one Super-commander in a game. In addition +to the undesirable traits of Commanders, he can move from quadrant to +quadrant at will, seeking out and destroying your starbases and any +helpful planets he runs across. He also has a spy planted aboard your +ship, giving him valuable information about your condition. Using +this information, he can do dastardly things like tractor beam your +ship when you are in bad shape. And once you've been tractor beamed +by the Super-commander — + +But the advantages are not all on the side of the enemy. Your ship +is more powerful, and has better weapons. Besides, in the this +galaxy there are from two to five starbases, at which you can stop to +refuel and lick your wounds, safe from phaser attack or tractor +beams. But you had best not dally there too long, since time is not +on your side. The Klingons are not just after you; they are +attacking the entire Federation. There is always a finite time +left, which is how much longer the Federation can hold out if you +just sit on your fat behind and do nothing. As you wipe out +Klingons, you reduce the rate at which the invasion fleet weakens the +Federation, and so the time left until the Federation collapses may +actually increase. Since Klingons are the main threat to the +Federation, the Romulans do not figure into the time left. In +fact, you need not kill all the Romulans to win. If you can get all +the Klingons, the Federation will abide forever, and you have won the +game. + +Space is vast, and it takes precious time to move from one place to +another. In comparison, other things happen so quickly that we +assume the take no time at all. Two ways that time can pass are when +you move, or when you issue a command to sit still and rest for a +period of time. You will sometimes want to do the latter, since the +various devices aboard your starship may be damaged and require time +to repair. Of course, repairs can be made more quickly at a starbase +than than can in flight. + +In addition to Klingons, Romulans, and starbases, the galaxy +contains (surprise) stars. Mostly, stars are a nuisance and just get +in your way. You can trigger a star into going nova by shooting one +of your photon torpedoes at it. When a star novas, it does a lot of +dammage to anything immediately adjacent to it. If another star is +adjacent to a nova, it too will go nova. Stars may also occasionally +go supernova; a supernova in a quadrant destroys everything in the +quadrant andmakes the quadrant permanently uninhabitable. You may +jump over a quadrant containing a supernova when you +move, but you should not stop there. + +Supernovas may happen spontaneously, without provocation. If a +supernova occurs in the same quadrant you are in, your starship has an +emergency automatic override which picks some random +direction and some random warp factor, and tries to throw you clear of +the supernova. If the supernova occurs in some other quadrant, you +just get a warning message from starfleet about it (provided, of +course, that your subspace radio is working). + +Also a few planets are scattered through the galaxy. These can +sometimes be a great help since some of them will have dilithium +crystals, which are capable of replenishing the ship's energy +supply. You can either beam down to the planet surface using the +transporter, or take the shuttle craft Galileo. + +Finally, each quadrant will contain from zero to three black +holes. These can deflect or swallow torpedoes passing near them. They +also swallow enemy ships knocked into them. If your ship enters one +— + +Star Trek is a rich game, full of detail. These instructions are +written at a moderate level—no attempt has been made fully to +describe everything about the game, but there is quite a bit more +here than you need to get started. If you are new to the game, just +get a rough idea of the kinds of commands available, and start +playing. After a game or two you will have learned everthing +important, and the detailed command descriptions which follow will be +a lot more meaningful to you. + +You have weapons: phasers and photon torpedoes. You have a defense: +deflector shields. You can look at things: long-range scaners, +short-range scanners, and a star chart. You can move about, under +warp drive or impulse power. You can also dock at a starbase, rest +while repairs are being made, abandon ship, self destruct, or give up +and start a new game. + +The Klingons are waiting. + + +How To Issue Commands + +When the game is waiting for you to enter a command it will +print out + + + COMMAND> + + +You may then type in your command. All you have to remember for each +command is the mnemonic. For example, if you want to move straight up +one quadrant, you can type in the mnemonic (case insensitive) + + + move + + +and the computer will prompt you with + + + Manual or automatic- + + +Say you type in manual. The computer then responds + + + X and Y displacements- + + +Now you type in 0 1 which specifies an X movement of zero and a Y +movement of one. + +When you have learned the commands, you can avoid being prompted +simply by typing in the information without waiting to be asked for +it. For example, in the above example, you could simply type in + + + move manual 0 1 + + +and it will be done. Or you could type in + + + move manual + + +and when the computer responds with the displacement prompt, you +can type in + + + 0 1 + + +and it will understand. + +You can abbreviate most mnemonics. For move, you can use any +of + + + move mov mo m + + +successfully. For your safety, certain critical commands (such as to +abandon ship) must be written out in full. Also, in a few cases two +or more commands begin with the same letter, and in this case that +letter refers to a particular one of the commands; to get the other, +your abbreviation must be two or more characters long. This sounds +complicated, but you will learn the abbreviations quickly enough. + +What this all boils down to is: + + +You can abbreviate practically anything +If you forget, the computer will proompt you +If you remember, you can type it all on one line + + +If you are part way through entering a command and you change your +minde, you can cancel the command by typing -1 as one of the +parameters, with the exception of the manual move command. + +If anything is not clear to you, experiment. The worst you can do is +lose a game or two. + + +List of Commands + +Short-Range Scan + + +Mnemonic: SRSCAN +Shortest abbreviation: S +Full commands: SRSCAN + SRSCAN NO + SRSCAN CHART + + +The short-range scan gives you a considerable amount of information +about the quadrant your starship is in. A short-range scan is best +described by an example. + + + 1 2 3 4 5 6 7 8 9 10 + 1 * . . . . R . . . . Stardate 2516.3 + 2 . . . E . . . . . . Condition RED + 3 . . . . . * . B . . Position 5 - 1, 2 - 4 + 4 . . . S . . . . . . Life Support DAMAGED, Reserves=2.30 + 5 . . . . . . . K . . Warp Factor 5.0 + 6 . K . . . . . * . Energy 2176.24 + 7 . . . . . P . . . . Torpedoes 3 + 8 . . . . * . . . . . Shields UP, 42% 1050.0 units + 9 . * . . * . . . C . Klingons Left 12 + 10 . . . . . . . . . . Time Left 3.72 + + +The left part is a picture of the quadrant. The E at sector 2 - +4 represents the Enterprise; the B at sector 3 - 8 is a starbase. +There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2, and a +Klingon Commander (C) at 9 - 9. The (GULP) +Super-commander (S) is occupies sector 4 - 4, and a +Romulan (R) is at 1 - 6. A planet (P) is at sector 7 - 6. There are +also a large number of stars (*). The periods (.) are just empty +space—they are printed to help you get your bearings. Sector 6 +- 4 contains a black hole ( ). + +The information on the right is assorted status information. You +can get this alone with the STATUS command. The status information +will be absent if you type N after SRSCAN. Otherwise +status information will be presented. + +If you type C after SRSCAN, you will be given a +short-range scan and a Star Chart. + +Short-range scans are free. That is, they use up no energy and no +time. If you are in battle, doing a short-range scan does not give +the enemies another chance to hit you. You can safely do a +short-range scan anytime you like. + +If your short-range sensors are damaged, this command will only show +the contents of adjacent sectors. + + +Status Report + + +Mnemonic: STATUS +Shortest abbreviation: ST + + +This command gives you information about the current state of your +starship as follows: + + + +STARDATE + +The current date. A stardate is the same as a day. + + + +CONDITION + +There are four possible conditions: + + + DOCKED + docked at starbase. + + + RED + in battle. + + + YELLOW + low on energy (<1000 units) + + + GREEN + none of the above + + + + + +POSITION + +Quadrant is given first, then sector + + + +LIFE SUPPOR + +If ACTIVE then life support systems are functioning +normally. If on RESERVES the number is how many stardates your +reserve food, air, etc. will last—you must get repairs made or get to +starbase before your reserves run out. + + + +WARP FACTOR + +What your warp factor is currently set to. + + + +ENERGY + +The amount of energy you have left. If it drops to zero, you die. + + + +TORPEDOES + +How many photon torpedoes you have left. + + + +SHIELDS + +Whether your shields are up or down, how strong they are +(what percentage of a hit they can deflect), and shield energy. + + + +KLINGONS LEFT + +How many of the Klingons are still out there. + + + +TIME LEFT + +How long the Federation can hold out against the +present number of Klingons; that is, how long until the end +if you do nothing in the meantime. If you kill Klingons +quickly, this number will go up—if not, it will go down. If +it reaches zero, the federation is conquered and you lose. + + + + +Status information is free—it uses no time or energy, and if you are +in battle, the Klingons are not given another chance to hit you. + +Status information can also be obtained by doing a short-range scan. +See the SRSCAN command for details. + +Each item of information can be obtained singly by requesting it. +See REQUEST command for details. + + +Long-Range Scan + + +Mnemonic: LRSCAN +Shortest abbreviation: L + + +A long-range scan gives you general information about where you are +and what is around you. Here is an example output. + + + Long-range scan for Quadrant 5 - 1 + -1 107 103 + -1 316 5 + -1 105 1000 + + +This scan says that you are in row 5, column 1 of the 8 by 8 galaxy. +The numbers in the scan indicate how many of each kind of thing there +is in your quadrant and all adjacent quadrants. The digits are +interpreted as follows. + + + + + + Thousands digit: + 1000 indicates a supernova (only) + + + Hundreds digit: + number of Klingons present + + + Tens digit: + number of starbases present + + + Ones digit: + number of stars present + + + + + +For example, in your quadrant (5 - 1) the number is 316, which +indicates 3 Klingons, 1 starbase, and 6 stars. The long-range +scanner does not distinguish between ordinary Klingons and Klingon +command ships. If there is a supernova, as in the quadrant below and +to your right (quadrant 6 - 2), there is nothing else in the +quadrant. + +Romulans possess a cloaking device which prevents +their detection by long-range scan. Because of this fact, Starfleet +Command is never sure how many Romulans are out there. +When you kill the last Klingon, the remaining Romulans surrender to +the Federation. + +Planets are also undetectable by long-range scan. The only way to +detect a planet is to find it in your current quadrant with the +short-range sensors. + +Since you are in column 1, there are no quadrants to your left. The +minus ones indicate the negative energy barrier at the edge of the +galaxy, which you are not permitted to cross. + +Long-range scans are free. They use up no energy or time, and can be +done safely regardless of battle conditions. + +Star Chart + + +Mnemonic: CHART +Shortest abbreviation: C + + +As you proceed in the game, you learn more and more about what things +are where in the galaxy. When ever you first do a scan in a quadrant, +telemetry sensors are ejected which will report any changes in the +quadrant(s) back to your ship, providing the sub-space radio is +working. Spock will enter this information in the chart. If the radio +is not working, Spock can only enter new information discovered from +scans, and information in other quadrants may be obsolete. + +The chart looks like an 8 by 8 array of numbers. These numbers are +interpreted exactly as they are on a long-range scan. A period (.) in +place of a digit means you do not know that information yet. For +example, ... means you know nothing about the quadrant, while .1. +menas you know it contains a base, but an unknown number of Klingons +and stars. + +Looking at the star chart is a free operation. It costs neither time +nor energy, and can be done safely whether in or out of battle. + + +Damage Report + + +Mnemonic: DAMAGES +Shortest abbreviation: DA + + +At any time you may ask for a damage report to find out what devices +are damaged and how long it will take to repair them. Naturally, +repairs proceed faster at a starbase. + +If you suffer damages while moving, it is possible that a subsequent +damage report will not show any damage. This happens if the time +spent on the move exceeds the repair time, since in this case the +damaged devices were fixed en route. + +Damage reports are free. They use no energy or time, and can be done +safely even in the midst of battle. + + 9 +Move Under Warp Drive + + +Mnemonic: MOVE +Shortest abbreviation: M +Full command: MOVE MANUAL <displacement> + MOVE AUTOMATIC <estination*gt; + + +This command is the usual way to move from one place to another +within the galaxy. You move under warp drive, according to the +current warp factor (see WARP FACTOR). + +There are two command modes for movement: MANUAL and AUTOMATIC. +The manual mode requires the following format: + + + MOVE MANUAL <deltax> <deltay> + + +<deltax> and <deltay> are the horizontal and vertical +displacements for your starship, in quadrants; a displacement of one +sector is 0.1 quadrants. Specifying <deltax> and <deltay> +causes your ship to move in a straight line to the specified +destination. If <deltay> is omitted, it is assumed zero. For +example, the shortest possible command to move one sector to the right +would be + + + M M .1 + + +The following examples of manual movement refer to the short-range +scan shown earlier. + + + Destination Sector Manual Movement command + 3 - 1 M M -.3 -.1 + 2 - 1 M M -.3 + 1 - 2 M M -.2 .1 + 1 - 4 M M 0 .1 + (leaving quadrant) M M 0 .2 + + +The automatic mode is as follows: + + + MOVE AUTOMATIC <qrow> <qcol> <srow> <scol> + + +<para>where <qrow> and <qcol> are the row and column +numbers of the destination quadrant, and <srow> and <scol> +are the row and column numbers of thedestination sector in that +quadrant. This command also moves your ship in a straight line path +to the destination. For moving within a quadrant, <qrow> and +<qcol> may be omitted. For example, to move to sector 2 - 9 in +the current quadrant, the shortest command would be + + + M A 2 9 + + +To move to quadrant 3 - 7, sector 5 - 8, type + + + M A 3 7 5 8 + + +and it will be done. In automatic mode, either two or four numbers +must be supplied. + +Automatic mode utilizes the ship's battle computer. If the +computer is damaged, manual movement must be used. + +If warp engines are damaged less than 10 stardates (undocked) you can +still go warp 4. + +It uses time and energy to move. How much time and how much energy +depends on your current warp factor, the distance you move, and +whether your shields are up. The higher the warp factor, the faster +you move, but higher warp factors require more energy. You may move +with your shields up, but this doubles the energy required. + +You can move within a quadrant without being attacked if you just +entered the quadrant or have been attacked since your last move +command. This enables you to move and hit them before they +retaliate. + + +Warp Factor + + +Mnemonic: WARP +Shortest abbreviation: W +Full command: WARP <number> + + +Your warp factor controls the speed of your starship. The larger the +warp factor, the faster you go and the more energy you use. + +Your minimum warp factor is 1.0 and your maximum warp factor is 10.0 +(which is 100 times as fast and uses 1000 times as much energy). At +speeds above warp 6 there is some danger of causing damage to your +warp engines; this damage is larger at higher warp factors and also +depends on how far you go at that warp factor. + +At exactly warp 10 there is some probability of entering a +so-called time warp and being thrown foward or backward +in time. The farther you go at warp 10, the greater is the +probability of entering the time warp. + + +Impulse Engines + + +Mnemonic: IMPULSE +Shortest abbreviation: I +Full command: IMPULSE MANUAL <displacement> + IMPULSE AUTOMATIC <destination> + + +The impulse engines give you a way to move when your warp engines are +damaged. They move you at a speed of 0.95 sectors per stardate, +which is the equivalent of a warp factor of about 0.975, so they are +much too slow to use except in emergencies. + +Movement commands are indicated just as in the MOVE command. + +The impulse engines require 20 units of energy to engage, plus 10 +units per sector (100 units per quadrant) traveled. It does not cost +extra to move with the shields up. + + +Deflector Shields + + +Mnemonic: SHIELDS +Shortest abbreviation: SH +Full commands: SHIELDS UP + SHIELDS DOWN + SHIELDS TRANSFER <amount of energy to transfer> + + +Your deflector shields are a defensive device to protect you from +Klingon attacks (and nearby novas). As the shields protect you, they +gradually weaken. A shield strength of 75%, for example, means that +the next time a Klingon hits you, your shields will deflect 75% of +the hit, and let 25% get through to hurt you. + +It costs 50 units of energy to raise shields, nothing to lower them. +You may move with your shields up; this costs nothing under impulse +power, but doubles the energy required for warp drive. + +Each time you raise or lower your shields, the Klingons have another +chance to attack. Since shields do not raise and lower +instantaneously, the hits you receive will be intermediate between +what they would be if the shields were completely up or completely +down. + +You may not fire phasers through your shields. However you may use +the high-speed shield control to lower shields, fire phasers, and +raise the shields again before the Klingons can react. Since rapid +lowering and raising of the shields requires more energy than normal +speed operation, it costs you 200 units of energy to activate this +control. It is automatically activated when you fire phasers while +shields are up. You may fire photon torpedoes, but they may be +deflected considerably from their intended course as they pass +through the shields (depending on shield strength). + +You may transfer energy beteen the ship's energy (given as +Energy in the status) and the shields. Thee word +TRANSFER may be abbreviated T. The +ammount of energy to transfer is the number of units of energy you +wish to take from the ship's energy and put into the shields. If you +specify an negative number, energy is drained from the shields to the +ship. Transfering energy constitutes a turn. If you transfer energy +to the shields while you are under attack, they will be at the new +energy level when you are next hit. + +Enemy torpedoes hitting your ship explode on your shields (if they +are up) and have essentially the same effect as phaser hits. + + +Phasers + + +Mnemonic: PHASERS +Shortest abbreviation: P +Full commands: PHASERS AUTOMATIC <AMOUNT TO FIRE> <NO> + PHASERS <AMOUNT TO FIRE> <NO> + PHASERS MANUAL <NO> <AMOUNT 1> <AMOUNT 2>...<AMOUNT N> + + +Phasers are energy weapons. As you fire phasers at Klingons, you +specify an amount to fire which is drawn from your +energy reserves. The amount of total hit required to kill an enemy is +partly random. but also depends on skill level. + +The average hit required to kill an ordinary Klingon varies from 200 +units in the Novice game to 250 units in the Emeritus game. +Commanders normally require from 600 (Novice) to 700 (Emeritus). The +Super-commander requres from 875 (Good) to 1000 (Emeritus). Romulans +require an average of 350 (Novice) to 450 (Emeritus). + +Hits on enemies are cumulative, as long as you don't leave the +quadrant. + +In general, not all that you fire will reach the Klingons. The +farther away they are, the less phaser energy will reach them. If a +Klingon is adjacent to you, he will receive about 90% of the phaser +energy directed at him; a Klingon 5 sectors away will receive about +60% and a Klingon 10 sectors away will receive about 35%. There is +some randomness involved, so these figures are not exact. Phasers +have no effect beyond the boundaries of the quadrant you are in. + +Phasers may overheat (and be damaged) if you fire too large a burst +at once. Firing up to 1500 units is safe. From 1500 on up the +probability of overheat increases with the amount fired. + +If phaser firing is automatic, the computer decides how to +divide up your <amount to fire> among the Klingons present. If +phaser firing is manual, you specify how much energy to fire at each +Klingon present (nearest first), rather than just specifying a total +amount. You can abreviate MANUAL and +AUTOMATIC to one or more letters; if you mention +neither, automatic fire is usually assumed. + +Battle computer information is available by firing phasers manually, +and allowing the computer to prompt you. If you enter zero for the +amount to fire at each enemy, you will get a complete report, without +cost. The battle computer will tell you how much phaser energy to +fire at each enemy for a sure kill. This information appears in +parentheses prior to the prompt for each enemy. Since the amount is +computed from sensor data, if either the computer or the S.R. sensors +are damaged, this information will be unavailable, and phasers must +be fired manually. + +A safety interlock prevents phasers from being fired through +the shields. If this were not so, the shields would contain your fire +and you would fry yourself. However, you may utilize the +high-speed shield control to drop shields, fire +phasers, and raise shields before the enemy can react. Since it takes +more energy to work the shields rapidly with a shot, it costs you 200 +units of energy each time you activate this control. It is +automatically activated when you fire phasers while the shields are +up. By specifying the <no> option, shields are not raised after +firing. + +Phasers have no effect on starbases (which are shielded) or on +stars. + + +Report + + +Mnemonic: REPORT +Shortest abbreviation: REP + + +This command supplies you with information about the state of the +current game. Its purpose is to remind you of things that you have +learned during play, but may have forgotten, and cannot otherwise +retrieve if you are not playing at a hard-copy terminal. + +You are told the following things: + + +The length and skill level of the game you are playing +The original number of Klingons +How many Klingons you have destroyed +Whether the Super-Commander has been destroyed +How many bases have been destroyed +How many bases are left +What bases (if any) are under attack; your subspace radio +must have been working since the attack to get this +information. +How many casualties you have suffered +How many times you have called for help. + + +This same information is automatically given to you when you start to +play a frozen game. + + +Computer + + +Mnemonic: COMPUTER +Shortest abbreviation: CO + + +This command allows using the ship's computer (if functional) to +calculate travel times and energy usage. + + +Photon Torpedoes + + +Mnemonic: PHOTONS +Shortest abbreviation: PHO +Full commands: PHOTONS <NUMBER> <TARG1> <TARG2> <TARG3> + + +Photon torpedoes are projectile weapons—you either hit what you aim +at, or you don't. There are no partial hits. + +One photon torpedo will usually kill one ordinary Klingon, but it +usually takes about two for a Klingon Commander. Photon torpedoes +can also blow up stars and starbases, if you aren't careful. + +You may fire photon torpedoes singly, or in bursts of two or three. +Each torpedo is individually targetable. The computer will prompt +you, asking for the target sector for each torpedo. Alternately, you +may specify each target in the command line. + +Photon torpedoes cannot be aimed precisely—there is always some +randomness involved in the direction they go. Photon torpedoes may +be fired with your shields up, but as they pass through the shields +they are randomly deflected from their intended course even more. + +Photon torpedoes are proximity-fused. The closer they explode to the +enemy, the more damage they do. There is a hit window about one +sector wide. If the torpedo misses the hit window, it does not +explode and the enemy is unaffected. Photon torpedoes are only +effective within the quadrant. They have no effect on things in +adjacent quadrants. + +If more than one torpedo is fired and only one target sector is +specified, all torpedoes are fired at that sector. For example, to +fire two torpedoes at sector 3 - 4, you type + + + PHO 2 3 4 (or) PHO 2 3 4 3 4 + + +To fire torpedoes at, consecutively, sectors 2 - 6, 1 - 10, and 4 - +7, type + + + PHO 3 2 6 1 10 4 7 + + +There is no restriction to fire directly at a sector. For example, +you can enter + + + PHO 1 3 2.5 + + +to aim between two sectors. However, sector numbers must be 1 to 10 +inclusive. + + +Dock at Starbase + + +Mnemonic: DOCK +Shortest abbreviation: D + + +You may dock your starship whenever you are in one of the eight +sector positions immediately adjacent to a starbase. When you dock, +your starship is resupplied with energy, shield energy photon +torpedoes, and life support reserves. Repairs also proceed faster at +starbase, so if some of your devices are damaged, you may wish to stay +at base (by using the REST command) until they are +fixed. If your ship has more than its normal maximum energy (which +can happen if you've loaded crystals) the ship's energy is not +changed. + +You may not dock while in standard orbit around a planet. + +Starbases have their own deflector shields, so you are completely +safe from phaser attack while docked. You are also safe from +long-range tractor beams. + +Starbases also have both short and long range sensors, which you can +use if yours are broken. There's also a subspace radio to get +information about happenings in the galaxy. Mr. Spock will update the +star chart if your ask for it while docked and your own radio is dead. + + +Rest + + +Mnemonic: REST +Shortest abbreviation: R +Full command: REST <NUMBER OF STARDATES> + + +This command simply allows the specified number of stardates to go +by. This is useful if you have suffered damages and wish to wait +until repairs are made before you go back into battle. + +It is not generally advisable to rest while you are under attack by +Klingons. + + +Call Starbase for Help + + +Mnemonic: CALL +(No abbreviation) + + +[Originally, this command was called HELP, but +these days it might be misinterpreted as built-in +documentation!] + +When you get into serious trouble, you may call starbase for +help. Starbases have a device called a long-range transporter +beam which they can use to teleport you to base. This works +by dematerializing your starship at its current position and +re-materializing it adjacent to the nearest starbase. Teleportation +is instantaneous, and starbase supplies the required energy—all +you have to do is let them know (via subspace radio) that you need to +be rescued. + +This command should be employed only when absolutely necessary. In +the first place, calling for help is an admission on your part that +you got yourself into something you cannot get yourself out of, and +you are heavily penalized for this in the final scoring. Secondly, +the long-range transporter beam is not reliable—starbase can always +manage to dematerialize your starship, but (depending on distance) +may or may not be able to re-materialize you again. The long-range +transporter beam has no absolute maximum range; if you are in the +same quadrant as a starbase, you have a good chance (about 90%) of +re-materializing successfully. your chances drop to roughly 50-50 at +just over 3 quadrants. + + +Abandon Ship + + +Mnemonic: ABANDON +(no abbreviation) + + +You may abandon the Enterprise if necessary. If there is still a +starbase in the galaxy, you will be sent there and put in charge of a +weaker ship, the Faerie Queene. + +The Faerie Queene cannot be abandoned. + + +Self-Destruct + + +Mnemonic: DESTRUCT +(no abbreviation) + + +You may self-destruct, thus killing yourself and ending the game. If +there are nearby Klingons, you may take a few of them with you (the +more energy you have left, the bigger the bang). + +In order to self-destruct you must remember the password you typed in +at the beginning of the game. + + +Quit Game + + +Mnemonic: QUIT +(no abbreviation) + + +Immediately cancel the current game; no conclusion is reached. You +will be given an opportunity to start a new game or to leave the Star +Trek program. + + +Sensor-Scan + + +Mnemonic: SENSORS +Shortest abbreviation: SE + + +Utilizing the short-range sensors, science officer Spock gives you a +readout on any planet in your quadrant. Planets come in three +classes: M, N, and O. Only class M planets have earth-like +conditions. Spock informs you if the planet has any dilithium +crystals. Sensor scans are free. + + +Enter Standard Orbit + + +Mnemonic: ORBIT +Shortest abbreviation: O + + +To land on a planet you must first be in standard orbit. You achieve +this in a manner similar to docking at starbase. Moving to one of +the eight sector positions immediately adjacent to the planet, you +give the orbit command which puts your ship into standard orbit about +the planet. Since this is a maneuver, a small amount of time is +used; negligible energy is required. If enemies are present, they +will attack. + + +Transporter Travel + + +Mnemonic: TRANSPORT +Shortest abbreviation: T + + +The transporter is a device which can convert any physical object +into energy, beam the energy through space, and reconstruct the +physical object at some destination. Transporting is one way to land +on a planet. Since the transporter has a limited range, you must be +in standard orbit to beam down to a planet. Shields must be down +while transporting. + +The transport command is used to beam a landing party onto a planet +to mine dilithium crystals. Each time the command is given the +landing party (which you lead) moves from the ship to the planet, or +vice-versa. + +You are advised against needless transporting, since like all +devices, the transporter will sometimes malfunction. + +The transporter consumes negligible time and energy. Its use does +not constitute a turn. + + +Shuttle Craft + + +Mnemonic: SHUTTLE +Shortest abbreviation: SHU + + +An alternate way to travel to and from planets. Because of limited +range, you must be in standard orbit to use the shuttle craft, named +"Galileo". Shields must be down. + +Unlike transporting, use of the shuttle craft does constitute a +turn since time is consumed. The time naturally +depends on orbit altitude, and is equal to 3.0e-5 times altitude. +Shuttling uses no ship energy. + +You should use the same travel device going from the planet to the +ship as you use to go from the ship to the planet. However it is +possible to transport to the planet and have the Galileo crew come +and pick your landing party up, or to take the Galileo to the planet +and then transport back, leaving the shuttle craft on the planet. + + +Mine Dilithium Crystals + + +Mnemonic: MINE +Shortest abbreviation: MI + + +Once you and your mining party are on the surface of a planet which +has dilithium crystals, this command will dig them for you. + +Mining requires time and constitutes a turn. No +energy is used. Class M planets require 0.1 to 0.3 stardates to mine. +Class N planets take twice as long, and class O planets take three +times as long. + +Dilithium crystals contain enormous energy in a form that is readily +released in the ship's power system. It is an excellent idea to mine +them whenever possible, for use in emergencies. You keep the +crystals until the game is over or you abandon ship when not at a +starbase. + + +Load Dilithium Crystals + + +Mnemonic: CRYSTALS +Shortest abbreviation: CR + + +This is a very powerful command which should be used with caution. +Once you have dilithium crystals aboard ship, this command will +instruct engineering officer Scott and Mr. Spock to place a raw +dilithium crystal into the power channel of the ship's +matter-antimatter converter. When it works, this command will +greatly boost the ship's energy. + +Because the crystals are raw and impure, instabilities can occur in +the power channel. Usually Scotty can control these. When he +cannot, the results are disastrous. Scotty will use those crystals +that appear to be most stable first. + +Since using raw dilithium crystals for this purpose entails +considerable risk, Starfleet Regulations allow its use only during +"condition yellow". No time or energy is used. + + +Planet Report + + +Mnemonic: PLANETS +Shortest abbreviation: PL + + +Mr. Spock presents you a list of the available information on planets +in the galaxy. Since planets do not show up on long-range scans, the +only way to obtain this information is with the SENSORS command. + + +Freeze + + +Mnemonic: FREEZE +(no abbreviation) +Full command: FREEZE <FILE NAME> + + +The purpose of the FREEZE command is to allow a player to save the +current state of the game, so that it can be finished later. A +plaque may not be generated from a frozen game. A file with the +specified <file name> and type '.TRK' is created (if necessary) in +the current directory, and all pertinent information about the game +is written to that file. The game may be continued as usual or be +terminated at the user's option. + +To restart a game created by the FREEZE command, +the user need only type FROZEN in response to the +initial question about the type of game desired, followed by the +<file name>. + +NOTE: A tournament game is like a frozen game, +with the following differences. (1) Tournament games always start +from the beginning, while a frozen game can start at any point. (2) +Tournament games require only that the player remember the name or +number of the tournament, while the information about a frozen game +must be kept on a file. Tournament games can be frozen, but then they +behave like regular frozen games. + +A point worth noting is that 'FREEZE' does not save the seed for the +random number generator, so that identical actions after restarting +the same frozen game can lead to different results. However, +identical actions after starting a given tournament game always lead +to the same results. + + +Request + + +Mnemonic: REQUEST +Shortest abbreviation: REQ +Full command: REQUEST <ITEM> + + +This command allows you to get any single piece of information +from the <STATUS> command. <ITEM> specifies which +information as follows: + + + + + + Information + Mnemonic for <item> + Shortest Abbreviation + + + +STARDATE DATE D +CONDITION CONDITION C +POSITION POSITION P +LIFE SUPPORTLSUPPORT L +WARP FACTOR WARPFACTORW +ENERGY ENERGY E +TORPEDOES TORPEDOES T +SHIELDS SHIELDS S +KLINGONS LEFTKLINGONS K +TIME LEFT TIME TI + + + + + +Experimental Death Ray + + +Mnemonic: DEATHRAY +(No abbreviation) + + +This command should be used only in those desperate cases where +you have absolutely no alternative. The death ray uses energy to +rearrange matter. Unfortunately, its working principles are not yet +thoroughly understood, and the results are highly +unpredictable. + +The only good thing that can result is the destruction of all +enemies in your current quadrant. This will happen about 70% of the +time. Only enemies are destroyed; starbases, stars, and planets are +unaffected. + +Constituting the remaining 30% are results varying from bad to +fatal. + +The death ray requires no energy or time, but if you survive, enemies +will hit you. + +The Faerie Queene has no death ray. + +If the death ray is damaged in its use, it must be totally replaced. +This can only be done at starbase. Because it is a very complex +device, it takes 9.99 stardates at base to replace the death ray. +The death ray cannot be repaired in flight. + + +Launch Deep Space Probe + + +Mnemonic: PROBE +Shortest abbreviation: PR +Full command: PROBE <ARMED> MANUAL <displacement> + PROBE <ARMED> AUTOMATIC <destination> + + +The Enterprise carries a limited number of Long Range Probes. These +fly to the end of the galaxy and report back a count of the number of +important things found in each quadrant through which it went. The +probe flies at warp 10, and therefore uses time during its flight. +Results are reported immediately via subspace radio and are recorded +in the star chart. + +The probe can also be armed with a NOVAMAX warhead. When launched +with the warhead armed, the probe flies the same except as soon as it +reaches the target location, it detonates the warhead in the heart of +a star, causing a supernova and destroying everything in the +quadrant. It then flies no further. There must be a star in the +target quadrant for the NOVAMAX to function. + +The probe can fly around objects in a galaxy, but is destroyed if it +enters a quadrant containing a supernova, or if it leaves the galaxy. + +The target location is specified in the same manner as the MOVE +command, however for automatic movement, if only one pair of +coordinates are specified they are assumed to be the quadrant and not +the sector in the current quadrant! + +The Faerie Queene has no probes. + + +Emergency Exit + + +Mnemonic: EMEXIT +Shortest abbreviation: E + + +This command provides a quick way to exit from the game when you +observe a Klingon battle cruiser approaching your terminal. Its +effect is to freeze the game on the file 'EMSAVE.TRK' in your current +directory, erase the screen, and exit. + +Of course, you do lose the chance to get a plaque when you use this +maneuver. + + +Ask for Help + + +Mnemonic: HELP +Full command: HELP <command> + + +This command reads the appropriate section from the SST.DOC file, +providing the file is in the current directory. + + + +Miscellaneous Notes + +Starbases can be attacked by either commanders or by the +Super-Commander. When this happens, you will be +notified by subspace radio, provided it is working. The message will +inform you how long the base under attack can last. Since the +Super-Commander is more powerful than an ordinary +commander, he can destroy a base more quickly. + +The Super-Commander travels around the galaxy at a speed of about +warp 6 or 7. His movement is strictly time based; the more time +passes, the further he can go. + +Scattered through the galaxy are certain zones of control, +collectively designated the Romulan Neutral Zone. Any +quadrant which contains Romulans without Klingons is part of the +Neutral Zone, except if a base is present. Since Romulans do not show +on either the long-range scan or the star chart, it is easy for you to +stumble into this zone. When you do, if your subspace radio is +working, you will receive a warning message from the Romulan, politely +asking you to leave. + +In general, Romulans are a galactic nuisance. + +The high-speed shield control is fairly reliable, but it has been +known to malfunction. + +You can observe the galactic movements of the +Super-Commander on the star chart, provided he is in +territory you have scanned and your subspace radio is working. + +Periodically, you will receive intelligence reports from +starfleet command, indicating the current quadrant of the +Super-Commander. Your subspace radio must be working, +of course. + +Each quadrant will contain from 0 to 3 black holes. Torpedoes +entering a black hole disappear. In fact, anything entering a black +hole disappears, permanently. If you can displace an enemy into one, +he is a goner. Black holes do not necessarily remain in a quadrant. +they are transient phenomena. + +Commanders will ram your ship, killing themselves and inflicting +heavy damage to you, if they should happen to decide to advance into +your sector. + +You can get a list of commands by typing +COMMANDS. + + +Scoring + +Scoring is fairly simple. You get points for good things, and you +lose points for bad things. + +You gain— + + +10 points for each ordinary Klingon you kill, +50 points for each commander you kill, +200 points for killing the Super-Commander, +20 points for each Romulan killed, +1 point for each Romulan captured. + +100 times your average Klingon/stardate kill rate. If you lose +the game, your kill rate is based on a minimum of 5 stardates. + + +You get a bonus if you win the game, based on your rating: +Novice=100, Fair=200, Good=300, Expert=400, Emeritus=500. + + + +You lose— + + +200 points if you get yourself killed, +100 points for each starbase you destroy, +100 points for each starship you lose, +45 points for each time you had to call for help, +10 points for each planet you destroyed, +5 points for each star you destroyed, and +1 point for each casualty you incurred. + + +In addition to your score, you may also be promoted one grade in rank +if you play well enough. Promotion is based primarily on your +Klingon/stardate kill rate, since this is the best indicator of +whether you are ready to go on to the next higher rating. However, +if you have lost 100 or more points in penalties, the required kill +rate goes up. Normally, the required kill rate is 0.1 * skill * +(skill + 1.0) + 0.1, where skill ranges from 1 for Novice to 5 for +Emeritus. + +You can be promoted from any level. There is a special +promotion available if you go beyond the Expert range. +You can also have a certificate of merit printed with your name, date, +and Klingon kill rate, provided you are promoted from either the +Expert or Emeritus levels. This +plaque requires a 132 column printer. You may need +print the certificate to a file, import it into your word processor, +selecting Courier 8pt font, and then print in landscape +orientation. + +You should probably start out at the novice level, even if you are +already familiar with one of the other versions of the Star Trek +game—but, of course, the level of game you play is up to you. If +you want to start at the Expert level, go ahead. It's your funeral. +The emeritus game is strictly for masochists. + + +Handy Reference Page + + + ABBREV FULL COMMAND DEVICE USED + ------ ------------ ----------- + ABANDON ABANDON shuttle craft + C CHART (none) + CALL CALL (for help) subspace radio + CO COMPUTER computer + CR CRYSTALS (none) + DA DAMAGES (none) + DEATHRAY DEATHRAY (none) + DESTRUCT DESTRUCT computer + D DOCK (none) + E EMEXIT (none) + FREEZE FREEZE <FILE NAME> (none) + I IMPULSE <MANUAL> <DISPLACEMENT> impulse engines + IMPULSE AUTOMATIC <DESTINATION> impulse engines and computer + L LRSCAN long-range sensors + MI MINE (none) + M MOVE <MANUAL> <DISPLACEMENT> warp engines + MOVE AUTOMATIC <DESTINATION> warp engines and computer + O ORBIT warp or impulse engines + P PHASERS <TOTAL AMOUNT> phasers and computer + PHASERS AUTOMATIC <TOTAL AMOUNT> phasers, computer, sr sensors + PHASERS MANUAL <AMT1> <AMT2> ... phasers + PHO PHOTONS <NUMBER> <TARGETS> torpedo tubes + PL PLANETS (none) + PR PROBE <ARMED> <MANUAL> <DISPLACEMENT> probe launcher, radio + PROBE <ARMED> AUTOMATIC <DESTINATION> launcher, radio, computer + REP REPORT (none) + REQ REQUEST (none) + R REST <NUMBER OF STARDATES> (none) + QUIT QUIT (none) + S SRSCAN <NO or CHART> short-range sensors + SE SENSORS short-range sensors + SH SHIELDS <UP, DOWN, or TRANSFER> deflector shields + SHU SHUTTLE shuttle craft + ST STATUS (none) + T TRANSPORT transporter + W WARP <FACTOR> (none) + + L. R. Scan: thousands digit: supernova + hundreds digit: Klingons + tens digit: starbases + ones digit: stars + period (.): digit not known (star chart only) + +Courses are given in manual mode in X - Y displacements; in automatic + mode as destination quadrant and/or sector. Manual mode is default. +Distances are given in quadrants. A distance of one sector is 0.1 quadrant. +Ordinary Klingons have about 400 units of energy, Commanders about + 1200. Romulans normally have about 800 units of energy, and the + (GULP) "Super-Commander" has about 1800. +Phaser fire diminishes to about 60 percent at 5 sectors. Up to 1500 + units may be fired in a single burst without danger of overheat. +Warp 6 is the fastest safe speed. At higher speeds, engine damage + may occur. At warp 10 you may enter a time warp. +Shields cost 50 units of energy to raise, and double the power + requirements of moving under warp drive. Engaging the high-speed + shield control requires 200 units of energy. +Warp drive requires (distance)*(warp factor cubed) units of energy + to travel at a speed of (warp factor squared)/10 quadrants per stardate. +Impulse engines require 20 units to warm up, plus 100 units per + quadrant. Speed is just under one sector per stardate. + + + +Game History and Modifications + +Tom Almy's story + +Back in (about) 1977 I got a copy of this Super Star Trek game for +the CDC 6600 mainframe computer. Someone had converted it to PDP-11 +Fortran but couldn't get it to run because of its size. I modified +the program to use overlays and managed to shoehorn it in on the 56k +byte machine. + +I liked the game so much I put some time into fixing bugs, mainly +what could be called continuity errors and loopholes in the game's +logic. We even played a couple tournaments. + +In 1979, I lost access to that PDP-11. I did save the source code +listing. In 1995, missing that old friend, I started converting the +program into portable ANSI C. It's been slow, tedious work that took +over a year to accomplish. + +In early 1997, I got the bright idea to look for references to +Super Star Trek on the World Wide Web. There weren't +many hits, but there was one that came up with 1979 Fortran sources! +This version had a few additional features that mine didn't have, +however mine had some feature it didn't have. So I merged its features +that I liked. I also took a peek at the DECUS version (a port, less +sources, to the PDP-10), and some other variations. + +Modifications I made: + +Compared to original version, I've changed the +help command to call and the +terminate command to quit to better +match user expectations. The DECUS version apparently made those +changes as well as changing freeze to +save. However I like freeze. + +I added EMEXIT from the 1979 version. + +That later version also mentions srscan and lrscan working when +docked (using the starbase's scanners), so I made some changes here +to do this (and indicating that fact to the player), and then +realized the base would have a subspace radio as well — doing a +Chart when docked updates the star chart, and all radio reports will +be heard. The Dock command will also give a report if a base is under +attack. + +It also had some added logic to spread the initial positioning of +bases. That made sense to add because most people abort games with +bad base placement. + +The experimental deathray originally had only a 5% chance of success, +but could be used repeatedly. I guess after a couple years of use, it +was less experimental because the 1979 version had a 70% success +rate. However it was prone to breaking after use. I upgraded the +deathray, but kept the original set of failure modes (great humor!). + +I put in the Tholian Web code from the 1979 version. + +I added code so that Romulans and regular Klingons could move in +advanced games. I re-enabled the code which allows enemy ships to +ram the Enterprise; it had never worked right. The 1979 version +seems to have it all fixed up, but I'm still not overly happy with +the algorithm. + +The DECUS version had a Deep Space Probe. Looked like a good idea +so I implemented it based on its description. + + +Eric Raymond's story + +I played the FORTRAN version of this game in the mid-1970s on a +DEC minicomputer. In the late 1980s Dave Matuszek and I became +friends; I was vaguely aware that he had had something to do with the +original Star Trek game. In October 2004, sitting in Dave's living +room, we got to talking about the game and I realized it would make a +great exhibit for the Retrocomputing Museum. + +A few quick web searches later we found Tom Almy's page. We +downloaded his code and Dave verified that that it was a direct +descendent of UT Super Star Trek — even though it had been translated +to C, he was able to recognize names and techniques from the FORTRAN +version. + +Thus, this game is a cousin of Eric Allman's BSD Trek game, which is +also derived from UT Super Star Trek. However, this one has had a lot +more stuff folded into it over the years — deep space probes, +dilithium mining, the Tholian Web, and so forth. + +One signature trait of this group of variants is that the sectors are +10x10 rather than the 8x8 in Mike Mayfield's 1972 original and its +BASIC descendants) Also, you set courses and firing directions with +rectangular rather than polar coordinates. It also preserves the +original numbered quadrants rather than the astronomically-named +quadrants introduced into many BASIC versions. + +This game is now an open-source project; see the project +site. + +Here are some good pages on the history of Star Trek games: + + + +http://www.dunnington.u-net.com/public/startrek/ + + +http://www3.sympatico.ca/maury/games/space/star_trek.html + + +http://www.cactus.org/%7Enystrom/startrek.html + + + +Modifications I made: + + + +I converted the flat-text SST.DOC file to XML-Docbook so it could be webbed. +(That's what you're reading now.) + + +I cleaned up a lot of grubby FORTRANisms in the code internals. + + +I fixed a surprising number of typos in the code and documentation. + + +I changed the freeze logic to emit an identifiable magic number and +the thaw logic to check for it. + + + + +Authors' Acknowledgments + +These are the original acknowledgments by Dave Matuszek and Paul +Reynolds: + +The authors would like to thank Professor Michael Duggan for his +encouragement and administrative assistance with the development of +the Star Trek game, without which it might never have been completed. + +Much credit is due to Patrick McGehearty and Rich Cohen, who assisted +with the original design of the game and contributed greatly to its +conceptual development. + +Thanks are also due to Carl Strange, Hardy Tichenor and Steven Bruell +for their assistance with certain coding problems. + +This game was inspired by and rather loosely based on an earlier +game, programmed in the BASIC language, by Jim Korp and Grady Hicks. +It is the authors' understanding that the BASIC game was in turn +derived from a still earlier version in use at Penn State University. + + +References + + +Star Trek (the original television +series), produced and directed by Gene Rodenberry. + +Star Trek (the animated +television series), produced by Gene Rodenberry and directed by Hal +Sutherland. Also excellent, and not just kiddie fare. If you enjoyed +the original series you should enjoy this one (unless you have some +sort of a hangup about watching cartoons). + +The Making of Star Trek, by +Steven E. Whitfield and Gene Rodenberry. The best and most complete +readily available book about Star Trek. (Ballantine +Books) + +The World of Star Trek, by +David Gerrold. Similiar in scope to the above book. +(Bantam) + +The Star Trek Guide, third revision 4/17/67, by Gene +Roddenberry. The original writer's guide for the television +series, but less comprehensive than (3) above. +(Norway Productions) + +The Trouble With Tribbles, by +David Gerrold. Includes the complete script of this popular show. +(Ballantine Books) + +Star Trek, Star Trek +2, ..., Star Trek 9, by James +Blish. The original shows in short story form. +(Bantam) + +Spock Must Die, by James Blish. +An original novel, but rather similar to the show The Enemy +Within. (Bantam) + +Model kits of the Enterprise and a Klingon +Battle-Cruiser by AMT Corporation are available at most hobby +shops. + + + + + diff --git a/sst.c b/sst.c index 2ef4261..b06a82f 100644 --- a/sst.c +++ b/sst.c @@ -103,7 +103,7 @@ static void listCommands(int x) { static void helpme(void) { int i, j; - char cmdbuf[32]; + char cmdbuf[32], *cp; char linebuf[132]; FILE *fp; /* Give help on commands */ @@ -130,9 +130,9 @@ static void helpme(void) { strcpy(cmdbuf, " ABBREV"); } else { - strcpy(cmdbuf, " Mnemonic: "); - j = 0; - while ((cmdbuf[j+13] = toupper(commands[i][j])) != 0) j++; + for (j = 0; commands[i][j]; j++) + cmdbuf[j] = toupper(commands[i][j]); + cmdbuf[j] = '\0'; } fp = fopen("sst.doc", "r"); if (fp == NULL) { @@ -141,26 +141,31 @@ static void helpme(void) { prout(" current directory.\""); return; } - i = strlen(cmdbuf); - do { - if (fgets(linebuf, 132, fp) == NULL) { + for (;;) { + if (fgets(linebuf, sizeof(linebuf), fp) == NULL) { prout("Spock- \"Captain, there is no information on that command.\""); fclose(fp); return; } - } while (strncmp(linebuf, cmdbuf, i) != 0); + if (linebuf[0] == '%' && linebuf[1] == '%'&& linebuf[2] == ' ') { + for (cp = linebuf+3; isspace(*cp); cp++) + continue; + linebuf[strlen(linebuf)-1] = '\0'; + if (strcmp(cp, cmdbuf) == 0) + break; + } + } skip(1); prout("Spock- \"Captain, I've found the following information:\""); skip(1); - do { - if (linebuf[0]!=12) { // ignore page break lines - linebuf[strlen(linebuf)-1] = '\0'; // No \n at end - prout(linebuf); - } - fgets(linebuf,132,fp); - } while (strstr(linebuf, "******")==NULL); + while (fgets(linebuf, sizeof(linebuf),fp)) { + if (strstr(linebuf, "******")) + break; + linebuf[strlen(linebuf)-1] = '\0'; // No \n at end + prout(linebuf); + } fclose(fp); } diff --git a/sst.doc b/sst.doc deleted file mode 100644 index 0bb9360..0000000 --- a/sst.doc +++ /dev/null @@ -1,1576 +0,0 @@ - SSSSS U U PPPPP EEEEE RRRRR - S U U P P E R R - SSSSS U U PPPPP EEEE RRRRR - S U U P E R R - SSSSS UUUUU P EEEEE R R - - - SSSSSSS TTTTTTTT A RRRRRRR - SSSSSSSS TTTTTTTT AAA RRRRRRRR - SS TT AAA RR RR - SSSSSSS TT AA AA RR RR - SSSSSSS TT AA AA RRRRRRRR - SS TT AAAAAAA RRRRRRR - SS TT AAAAAAA RR RR - SSSSSSSS TT AA AA RR RR - SSSSSSS TT AA AA RR RR - - - - TTTTTTTT RRRRRRR EEEEEEEEE KK KK - TTTTTTTT RRRRRRRR EEEEEEEEE KK KK - TT RR RR EE KK KK - TT RR RR EEEEEE KKKKKK - TT RRRRRRRR EEEEEE KKKKK - TT RRRRRRR EE KK KK - TT RR RR EE KK KK - TT RR RR EEEEEEEEE KK KK - TT RR RR EEEEEEEEE KK KK - - - Produced For Your Enjoyment - - By - - David Matuszek - and - Paul Reynolds - - With Modifications By - Don Smith - - Resurrected By - Tom Almy - - Permission is hereby granted for the copying, distribution, - modification and use of this program and associated documentation - for recreational purposes, provided that all references to the - authors are retained. However, permission is not and will not be - granted for the sale or promotional use of this program or program - documentation, or for use in any situation in which profit may be - considered an objective, since it is the desire of the authors to - respect the copyrights of the originators of Star Trek. - - ----------TABLE OF CONTENTS---------- - - - - SECTION PAGE - - - INTRODUCTION TO THE GAME . . . . . . . . . . . . . . 1 - - HOW TO ISSUE COMMANDS. . . . . . . . . . . . . . . . 4 - - DESCRIPTIONS OF COMMANDS . . . . . . . . . . . . . . 5 - - SHORT-RANGE SCAN. . . . . . . . . . . . . . . . 5 - STATUS REPORT . . . . . . . . . . . . . . . . . 6 - LONG-RANGE SCAN . . . . . . . . . . . . . . . . 7 - STAR CHART. . . . . . . . . . . . . . . . . . . 8 - DAMAGE REPORT . . . . . . . . . . . . . . . . . 8 - MOVE UNDER WARP DRIVE . . . . . . . . . . . . . 9 - WARP FACTOR . . . . . . . . . . . . . . . . . . 10 - IMPULSE ENGINES . . . . . . . . . . . . . . . . 10 - DEFLECTOR SHIELDS . . . . . . . . . . . . . . . 11 - PHASERS . . . . . . . . . . . . . . . . . . . . 12 - REPORT. . . . . . . . . . . . . . . . . . . . . 13 - COMPUTER. . . . . . . . . . . . . . . . . . . . 13 - PHOTON TORPEDOES. . . . . . . . . . . . . . . . 14 - DOCK AT STARBASE. . . . . . . . . . . . . . . . 15 - REST. . . . . . . . . . . . . . . . . . . . . . 15 - CALL STARBASE FOR HELP. . . . . . . . . . . . . 15 - ABANDON SHIP. . . . . . . . . . . . . . . . . . 16 - SELF-DESTRUCT . . . . . . . . . . . . . . . . . 16 - TERMINATE THE CURRENT GAME. . . . . . . . . . . 16 - SENSOR-SCAN . . . . . . . . . . . . . . . . . . 17 - ENTER STANDARD ORBIT. . . . . . . . . . . . . . 17 - TRANSPORTER-TRAVEL. . . . . . . . . . . . . . . 17 - SHUTTLE CRAFT . . . . . . . . . . . . . . . . . 18 - MINE DILITHIUM CRYSTALS . . . . . . . . . . . . 18 - LOAD DILITHIUM CRYSTALS . . . . . . . . . . . . 18 - PLANET REPORT . . . . . . . . . . . . . . . . . 19 - FREEZE. . . . . . . . . . . . . . . . . . . . . 19 - REQUEST . . . . . . . . . . . . . . . . . . . . 20 - EXPERIMENTAL DEATH RAY. . . . . . . . . . . . . 20 - LAUNCH DEEP SPACE PROBE . . . . . . . . . . . . 21 - EMERGENCY EXIT. . . . . . . . . . . . . . . . . 21 - ASK FOR HELP. . . . . . . . . . . . . . . . . . 21 - - - MISCELLANEOUS NOTES. . . . . . . . . . . . . . . . . 22 - - SCORING. . . . . . . . . . . . . . . . . . . . . . . 23 - - HANDY REFERENCE PAGE . . . . . . . . . . . . . . . . 24 - - MODIFICATIONS. . . . . . . . . . . . . . . . . . . . 25 - - ACKNOWLEDGMENTS. . . . . . . . . . . . . . . . . . . 26 - - REFERENCES . . . . . . . . . . . . . . . . . . . . . 26 - - - - -----INTRODUCTION TO THE GAME----- 1 - - -The Organian Peace Treaty has collapsed, and the Federation is at war -with the Klingon Empire. Joining the Klingons against the Federation -are the members of the "Romulan Star Empire." As commander of the -Starship U.S.S. Enterprise, your job is to wipe out the Klingon -invasion fleet and make the galaxy safe for democracy. - -Your battleground is the entire galaxy, which for convenience is -divided up into eight rows of eight quadrants each, like a -checkerboard. Rows are numbered from top to bottom, and columns are -numbered left to right, so quadrant 1 - 8 would be in the upper right -hand corner of the galaxy. - -During battle you will be concerned only with those enemies that -occupy the same quadrant as yourself. Quadrants are divided up into -sectors: ten rows of ten sectors each. Sectors are numbered in the -same way as quadrants, so the sector in the upper right corner is -sector 1 - 10. You have a short-range scanner which allows you to -look at the entire quadrant in a single display. - -Enemies recharge during your absence. If you leave a quadrant -containing a weakened enemy, when you return to that quadrant he will -be strong again. Also, each time you enter a quadrant, the positions -of everthing in the quadrant (except your ship) are randomized, to -save you the trouble of trying to remember where everything in the -quadrant is. Notice that this refers only to the positions of things -in the quadrant--the numbers of each kind of thing are not changed -(except for black holes and the Super-commander, which move around -the galaxy). If you kill something, it stays dead. - -The Romulans are not as serious a threat to the Federation as the -Klingons. For one thing, there are not as many of them. For -another, the Romulans are not as treacherous. However, Romulans are -not to be trifled with, especially when you are in violation of the -"Romulan Neutral Zone." - -There are two kinds of Klingons: Ordinary Klingons, which are bad -enough, and Klingon Commanders, which are even worse. Commanders are -about three times stronger than ordinary Klingons. Commanders are -more resistant to your weapons. Commanders can move about during -battle while Ordinary Klingons stay put. And finally, Commanders -have a thing called a "long-range tractor beam" which they can use, -at random intervals, to yank you away from what you are doing into -their quadrant, to do battle with them. There is also a special -commander, called the "Super-commander." This character is so bad he -is reserved for the Good, Expert, and Emeritus games. Fortunately, -there is just one Super-commander in a game. In addition to the -undesirable traits of Commanders, he can move from quadrant to -quadrant at will, seeking out and destroying your starbases and any -helpful planets he runs across. He also has a spy planted aboard -your ship, giving him valuable information about your condition. -Using this information, he can do dastardly things like tractor beam -your ship when you are in bad shape. And once you've been tractor -beamed by the Super-commander --- - 2 -But the advantages are not all on the side of the enemy. Your ship -is more powerful, and has better weapons. Besides, in the this -galaxy there are from two to five starbases, at which you can stop to -refuel and lick your wounds, safe from phaser attack or tractor -beams. But you had best not dally there too long, since time is not -on your side. The Klingons are not just after you; they are -attacking the entire Federation. There is always a finite "time -left," which is how much longer the Federation can hold out if you -just sit on your fat behind and do nothing. As you wipe out -Klingons, you reduce the rate at which the invasion fleet weakens the -Federation, and so the time left until the Federation collapses may -actually increase. Since Klingons are the main threat to the -Federation, the Romulans do not figure into the "time left." In -fact, you need not kill all the Romulans to win. If you can get all -the Klingons, the Federation will abide forever, and you have won the -game. - -Space is vast, and it takes precious time to move from one place to -another. In comparison, other things happen so quickly that we -assume the take no time at all. Two ways that time can pass are when -you move, or when you issue a command to sit still and rest for a -period of time. You will sometimes want to do the latter, since the -various devices aboard your starship may be damaged and require time -to repair. Of course, repairs can be made more quickly at a starbase -than than can in flight. - -In addition to Klingons, Romulans, and starbases, the galaxy contains -(surprise) stars. Mostly, stars are a nuisance and just get in your -way. You can trigger a star into going nova by shooting one of your -photon torpedoes at it. When a star novas, it does a lot of dammage -to anything immediately adjacent to it. If another star is adjacent -to a nova, it too will go nova. Stars may also occasionally go -supernova; a supernova in a quadrant destroys everything in the -quadrant andmakes the quadrant permanently uninhabitable. You may -"jump over" a quadrant containing a supernova when you move, but you -should not stop there. - -Supernovas may happen spontaneously, without provocation. If a -supernova occurs in the same quadrant you are in, your starship has -an "emergency automatic override" which picks some random direction -and some random warp factor, and tries to throw you clear of the -supernova. If the supernova occurs in some other quadrant, you just -get a warning message from starfleet about it (provided, of course, -that your subspace radio is working). - -Also a few planets are scattered through the galaxy. These can -sometimes be a great help since some of them will have "dilithium -crystals," which are capable of replenishing the ship's energy -supply. You can either beam down to the planet surface using the -transporter, or take the shuttle craft "Galileo." - -Finally, each quadrant will contain from zero to three black holes. -These can deflect or swallow torpedoes passing near them. They also -swallow enemy ships knocked into them. If your ship enters one - - - - 3 -Star Trek is a rich game, full of detail. These instructions are -written at a moderate level--no attempt has been made fully to -describe everything about the game, but there is quite a bit more -here than you need to get started. If you are new to the game, just -get a rough idea of the kinds of commands available, and start -playing. After a game or two you will have learned everthing -important, and the detailed command descriptions which follow will be -a lot more meaningful to you. - -You have weapons: phasers and photon torpedoes. You have a defense: -deflector shields. You can look at things: long-range scaners, -short-range scanners, and a star chart. You can move about, under -warp drive or impulse power. You can also dock at a starbase, rest -while repairs are being made, abandon ship, self destruct, or give up -and start a new game. - -The Klingons are waiting. - - - -----HOW TO ISSUE COMMANDS----- 4 - -When the game is waiting for you to enter a command it will print out - - COMMAND> - -You may then type in your command. All you have to remember for each -command is the mnemonic. For example, if you want to move straight up -one quadrant, you can type in the mnemonic (case insensitive) - - move - -and the computer will prompt you with - - Manual or automatic- - -Say you type in "manual". The computer then responds - - X and Y displacements- - -Now you type in "0 1" which specifies an X movement of zero and a Y -movement of one. - -When you have learned the commands, you can avoid being prompted -simply by typing in the information without waiting to be asked for -it. For example, in the above example, you could simply type in - - move manual 0 1 - -and it will be done. Or you could type in - - move manual - -and when the computer responds with the displacement prompt, you can type in - - 0 1 - -and it will understand. - -You can abbreviate most mnemonics. For "move", you can use any of - - move mov mo m - -successfully. For your safety, certain critical commands (such as to -abandon ship) must be written out in full. Also, in a few cases two -or more commands begin with the same letter, and in this case that -letter refers to a particular one of the commands; to get the other, -your abbreviation must be two or more characters long. This sounds -complicated, but you will learn the abbreviations quickly enough. - -What this all boils down to is: - (1) You can abbreviate practically anything - (2) If you forget, the computer will proompt you - (3) If you remember, you can type it all on one line - -If you are part way through entering a command and you change your -minde, you can cancel the command by typing -1 as one of the -parameters, with the exception of the manual move command. - -If anything is not clear to you, experiment. The worst you can do is -lose a game or two. - - -----DESCRIPTION OF COMMANDS----- 5 - - ******************** - * SHORT-RANGE SCAN * - ******************** - - Mnemonic: SRSCAN - Shortest abbreviation: S - Full commands: SRSCAN - SRSCAN NO - SRSCAN CHART - -The short-range scan gives you a considerable amount of information -about the quadrant your starship is in. A short-range scan is best -described by an example. - - 1 2 3 4 5 6 7 8 9 10 - 1 * . . . . R . . . . Stardate 2516.3 - 2 . . . E . . . . . . Condition RED - 3 . . . . . * . B . . Position 5 - 1, 2 - 4 - 4 . . . S . . . . . . Life Support DAMAGED, Reserves=2.30 - 5 . . . . . . . K . . Warp Factor 5.0 - 6 . K . . . . . * . Energy 2176.24 - 7 . . . . . P . . . . Torpedoes 3 - 8 . . . . * . . . . . Shields UP, 42% 1050.0 units - 9 . * . . * . . . C . Klingons Left 12 - 10 . . . . . . . . . . Time Left 3.72 - - -The left part is a picture of the quadrant. The E at sector 2 - 4 -represents the Enterprise; the B at sector 3 - 8 is a starbase. -There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2, and a -Klingon Commander (C) at 9 - 9. The (GULP) "Super-commander" (S) is -occupies sector 4 - 4, and a Romulan (R) is at 1 - 6. A planet (P) -is at sector 7 - 6. There are also a large number of stars (*). The -periods (.) are just empty space--they are printed to help you get -your bearings. Sector 6 - 4 contains a black hole ( ). - -The information on the right is assorted status information. You can -get this alone with the STATUS command. The status information will -be absent if you type "N" after SRSCAN. Otherwise status information -will be presented. - -If you type "C" after SRSCAN, you will be given a short-range scan -and a Star Chart. - -Short-range scans are free. That is, they use up no energy and no -time. If you are in battle, doing a short-range scan does not give -the enemies another chance to hit you. You can safely do a -short-range scan anytime you like. - -If your short-range sensors are damaged, this command will only show -the contents of adjacent sectors. - - 6 - ***************** - * STATUS REPORT * - ***************** - - Mnemonic: STATUS - Shortest abbreviation: ST - -This command gives you information about the current state of your -starship as follows: - - STARDATE - The current date. A stardate is the same as a day. - - CONDITION - There are four possible conditions: - DOCKED - docked at starbase. - RED - in battle. - YELLOW - low on energy (<1000 units) - GREEN - none of the above - - POSITION - Quadrant is given first, then sector - - LIFE SUPPORT - If "ACTIVE" then life support systems are - functioning normally. If on "RESERVES" the number is how many - stardates your reserve food, air, etc. will last--you must - get repairs made or get to starbase before your reserves run - out. - - WARP FACTOR - What your warp factor is currently set to. - - ENERGY - The amount of energy you have left. If it drops to zero, - you die. - - TORPEDOES - How many photon torpedoes you have left. - - SHIELDS - Whether your shields are up or down, how strong they are - (what percentage of a hit they can deflect), and shield - energy. - - KLINGONS LEFT - How many of the Klingons are still out there. - - TIME LEFT - How long the Federation can hold out against the - present number of Klingons; that is, how long until the end - if you do nothing in the meantime. If you kill Klingons - quickly, this number will go up--if not, it will go down. If - it reaches zero, the federation is conquered and you lose. - -Status information is free--it uses no time or energy, and if you are -in battle, the Klingons are not given another chance to hit you. - -Status information can also be obtained by doing a short-range scan. -See the SRSCAN command for details. - -Each item of information can be obtained singly by requesting it. -See REQUEST command for details. - - 7 - ******************* - * LONG-RANGE SCAN * - ******************* - - Mnemonic: LRSCAN - Shortest abbreviation: L - -A long-range scan gives you general information about where you are -and what is around you. Here is an example output. - - Long-range scan for Quadrant 5 - 1 - -1 107 103 - -1 316 5 - -1 105 1000 - -This scan says that you are in row 5, column 1 of the 8 by 8 galaxy. -The numbers in the scan indicate how many of each kind of thing there -is in your quadrant and all adjacent quadrants. The digits are -interpreted as follows. - - Thousands digit: 1000 indicates a supernova (only) - Hundreds digit: number of Klingons present - Tens digit: number of starbases present - Ones digit: number of stars present - -For example, in your quadrant (5 - 1) the number is 316, which -indicates 3 Klingons, 1 starbase, and 6 stars. The long-range -scanner does not distinguish between ordinary Klingons and Klingon -command ships. If there is a supernova, as in the quadrant below and -to your right (quadrant 6 - 2), there is nothing else in the -quadrant. - -Romulans possess a "cloaking device" which prevents their detection -by long-range scan. Because of this fact, Starfleet Command is never -sure how many Romulans are "out there". When you kill the last -Klingon, the remaining Romulans surrender to the Federation. - -Planets are also undetectable by long-range scan. The only way to -detect a planet is to find it in your current quadrant with the -short-range sensors. - -Since you are in column 1, there are no quadrants to your left. The -minus oones indicate the negative energy barrier at the edge of the -galaxy, which you are not permitted to cross. - -Long-range scans are free. They use up no energy or time, and can be -done safely regardless of battle conditions. - 8 - ************** - * STAR CHART * - ************** - - Mnemonic: CHART - Shortest abbreviation: C - -As you proceed in the game, you learn more and more about what things -are where in the galaxy. When ever you first do a scan in a quadrant, -telemetry sensors are ejected which will report any changes in the -quadrant(s) back to your ship, providing the sub-space radio is -working. Spock will enter this information in the chart. If the radio -is not working, Spock can only enter new information discovered from -scans, and information in other quadrants may be obsolete. - -The chart looks like an 8 by 8 array of numbers. These numbers are -interpreted exactly as they are on a long-range scan. A period (.) in -place of a digit means you do not know that information yet. For -example, ... means you know nothing about the quadrant, while .1. -menas you know it contains a base, but an unknown number of Klingons -and stars. - -Looking at the star chart is a free operation. It costs neither time -nor energy, and can be done safely whether in or out of battle. - - - ***************** - * DAMAGE REPORT * - ***************** - - Mnemonic: DAMAGES - Shortest abbreviation: DA - -At any time you may ask for a damage report to find out what devices -are damaged and how long it will take to repair them. Naturally, -repairs proceed faster at a starbase. - -If you suffer damages while moving, it is possible that a subsequent -damage report will not show any damage. This happens if the time -spent on the move exceeds the repair time, since in this case the -damaged devices were fixed en route. - -Damage reports are free. They use no energy or time, and can be done -safely even in the midst of battle. - - 9 - ************************* - * MOVE UNDER WARP DRIVE * - ************************* - - Mnemonic: MOVE - Shortest abbreviation: M - Full command: MOVE MANUAL - MOVE AUTOMATIC - -This command is the usual way to move from one place to another -within the galaxy. You move under warp drive, according to the -current warp factor (see "WARP FACTOR"). - -There are two command modes for movement: MANUAL and AUTOMATIC. The -manual mode requires the following format: - - MOVE MANUAL - - and are the horizontal and vertical displacements -for your starship, in quadrants; a displacement of one sector is 0.1 -quadrants. Specifying and causes your ship to move -in a straight line to the specified destination. If is -omitted, it is assumed zero. For example, the shortest possible -command to move one sector to the right would be - - M M .1 - -The following examples of manual movement refer to the short-range -scan shown earlier. - - Destination Sector Manual Movement command - 3 - 1 M M -.3 -.1 - 2 - 1 M M -.3 - 1 - 2 M M -.2 .1 - 1 - 4 M M 0 .1 - (leaving quadrant) M M 0 .2 - - -The automatic mode is as follows: - - MOVE AUTOMATIC - -where and are the row and column numbers of the -destination quadrant, and and are the row and column -numbers of thedestination sector in that quadrant. This command also -moves your ship in a straight line path to the destination. For -moving within a quadrant, and may be omitted. For -example, to move to sector 2 - 9 in the current quadrant, the -shortest command would be - - M A 2 9 - -To move to quadrant 3 - 7, sector 5 - 8, type - - M A 3 7 5 8 - -and it will be done. In automatic mode, either two or four numbers -must be supplied. - 10 -Automatic mode utilizes the ship's "battle computer." If the -computer is damaged, manual movement must be used. - -If warp engines are damaged less than 10 stardates (undocked) you can -still go warp 4. - -It uses time and energy to move. How much time and how much energy -depends on your current warp factor, the distance you move, and -whether your shields are up. The higher the warp factor, the faster -you move, but higher warp factors require more energy. You may move -with your shields up, but this doubles the energy required. - -You can move within a quadrant without being attacked if you just -entered the quadrant or have been attacked since your last move -command. This enables you to move and hit them before they -retaliate. - - - *************** - * WARP FACTOR * - *************** - - Mnemonic: WARP - Shortest abbreviation: W - Full command: WARP - -Your warp factor controls the speed of your starship. The larger the -warp factor, the faster you go and the more energy you use. - -Your minimum warp factor is 1.0 and your maximum warp factor is 10.0 -(which is 100 times as fast and uses 1000 times as much energy). At -speeds above warp 6 there is some danger of causing damage to your -warp engines; this damage is larger at higher warp factors and also -depends on how far you go at that warp factor. - -At exactly warp 10 there is some probability of entering a so-called -"time warp" and being thrown foward or backward in time. The farther -you go at warp 10, the greater is the probability of entering the -time warp. - - - ******************* - * IMPULSE ENGINES * - ******************* - - Mnemonic: IMPULSE - Shortest abbreviation: I - Full command: IMPULSE MANUAL - IMPULSE AUTOMATIC - -The impulse engines give you a way to move when your warp engines are -damaged. They move you at a speed of 0.95 sectors per stardate, -which is the equivalent of a warp factor of about 0.975, so they are -much too slow to use except in emergencies. - -Movement commands are indicated just as in the "MOVE" command. - -The impulse engines require 20 units of energy to engage, plus 10 -units per sector (100 units per quadrant) traveled. It does not cost -extra to move with the shields up. - 11 - ********************* - * DEFLECTOR SHIELDS * - ********************* - - Mnemonic: SHIELDS - Shortest abbreviation: SH - Full commands: SHIELDS UP - SHIELDS DOWN - SHIELDS TRANSFER - -Your deflector shields are a defensive device to protect you from -Klingon attacks (and nearby novas). As the shields protect you, they -gradually weaken. A shield strength of 75%, for example, means that -the next time a Klingon hits you, your shields will deflect 75% of -the hit, and let 25% get through to hurt you. - -It costs 50 units of energy to raise shields, nothing to lower them. -You may move with your shields up; this costs nothing under impulse -power, but doubles the energy required for warp drive. - -Each time you raise or lower your shields, the Klingons have another -chance to attack. Since shields do not raise and lower -instantaneously, the hits you receive will be intermediate between -what they would be if the shields were completely up or completely -down. - -You may not fire phasers through your shields. However you may use -the "high-speed shield control" to lower shields, fire phasers, and -raise the shields again before the Klingons can react. Since rapid -lowering and raising of the shields requires more energy than normal -speed operation, it costs you 200 units of energy to activate this -control. It is automatically activated when you fire phasers while -shields are up. You may fire photon torpedoes, but they may be -deflected considerably from their intended course as they pass -through the shields (depending on shield strength). - -You may transfer energy beteen the ship's energy (given as "Energy" -in the status) and the shields. Thee word "TRANSFER" may be -abbreviated "T". The ammount of energy to transfer is the number of -units of energy you wish to take from the ship's energy and put into -the shields. If you specify an negative number, energy is drained -from the shields to the ship. Transfering energy constitutes a turn. -If you transfer energy to the shields while you are under attack, -they will be at the new energy level when you are next hit. - -Enemy torpedoes hitting your ship explode on your shields (if they -are up) and have essentially the same effect as phaser hits. - 12 - *********** - * PHASERS * - *********** - - Mnemonic: PHASERS - Shortest abbreviation: P - Full commands: PHASERS AUTOMATIC - PHASERS - PHASERS MANUAL ... - -Phasers are energy weapons. As you fire phasers at Klingons, you -specify an "amount to fire" which is drawn from your energy reserves. -The amount of total hit required to kill an enemy is partly random. -but also depends on skill level. - -The average hit required to kill an ordinary Klingon varies from 200 -units in the Novice game to 250 units in the Emeritus game. -Commanders normally require from 600 (Novice) to 700 (Emeritus). The -Super-commander requres from 875 (Good) to 1000 (Emeritus). Romulans -require an average of 350 (Novice) to 450 (Emeritus). - -Hits on enemies are cumulative, as long as you don't leave the -quadrant. - -In general, not all that you fire will reach the Klingons. The -farther away they are, the less phaser energy will reach them. If a -Klingon is adjacent to you, he will receive about 90% of the phaser -energy directed at him; a Klingon 5 sectors away will receive about -60% and a Klingon 10 sectors away will receive about 35%. There is -some randomness involved, so these figures are not exact. Phasers -have no effect beyond the boundaries of the quadrant you are in. - -Phasers may overheat (and be damaged) if you fire too large a burst -at once. Firing up to 1500 units is safe. From 1500 on up the -probability of overheat increases with the amount fired. - -If phaser firing is automatic, the computer decides how to divide up -your among the Klingons present. If phaser firing -is manual, you specify how much energy to fire at each Klingon -present (nearest first), rather than just specifying a total amount. -You can abreviate "MANUAL" and "AUTOMATIC" to one or more letters; if -you mention neither, automatic fire is usually assumed. - -Battle computer information is available by firing phasers manually, -and allowing the computer to prompt you. If you enter zero for the -amount to fire at each enemy, you will get a complete report, without -cost. The battle computer will tell you how much phaser energy to -fire at each enemy for a sure kill. This information appears in -parentheses prior to the prompt for each enemy. SInce the amount is -computed from sensor data, if either the computer or the S.R. sensors -are damaged, this information will be unavailable, and phasers must -be fired manually. - 13 -A safety interlock prevents phasers from being fired through the -shields. If this were not so, the shields would contain your fire -and you would fry yourself. However, you may utilize the -"high-speed shield control" to drop shields, fire phasers, and raise -shields before the enemy can react. Since it takes more energy to -work the shields rapidly with a shot, it costs you 200 units of -energy each time you activate this control. It is automatically -activated when you fire phasers while the shields are up. By -specifying the option, shields are not raised after firing. - -Phasers have no effect on starbases (which are shielded) or on stars. - - - ********** - * REPORT * - ********** - - Mnemonic: REPORT - Shortest abbreviation: REP - -This command supplies you with information about the state of the -current game. Its purpose is to remind you of things that you have -learned during play, but may have forgotten, and cannot otherwise -retrieve if you are not playing at a hard-copy terminal. - - You are told the following things: - - . The length and skill level of the game you are playing - . The original number of Klingons - . How many Klingons you have destroyed - . Whether the Super-Commander has been destroyed - . How many bases have been destroyed - . How many bases are left - . What bases (if any) are under attack; your subspace radio - must have been working since the attack to get this - information. - . How many casualties you have suffered - . How many times you have called for help. - -This same information is automatically given to you when you start to -play a frozen game. - - - ************ - * COMPUTER * - ************ - - Mnemonic: COMPUTER - Shortest abbreviation: CO - -This command allows using the ship's computer (if functional) to -calculate travel times and energy usage. - - - 14 - ******************** - * PHOTON TORPEDOES * - ******************** - - Mnemonic: PHOTONS - Shortest abbreviation: PHO - Full commands: PHOTONS - -Photon torpedoes are projectile weapons--you either hit what you aim -at, or you don't. There are no "partial hits". - -One photon torpedo will usually kill one ordinary Klingon, but it -usually takes about two for a Klingon Commander. Photon torpedoes -can also blow up stars and starbases, if you aren't careful. - -You may fire photon torpedoes singly, or in bursts of two or three. -Each torpedo is individually targetable. The computer will prompt -you, asking for the target sector for each torpedo. Alternately, you -may specify each target in the command line. - -Photon torpedoes cannot be aimed precisely--there is always some -randomness involved in the direction they go. Photon torpedoes may -be fired with your shields up, but as they pass through the shields -they are randomly deflected from their intended course even more. - -Photon torpedoes are proximity-fused. The closer they explode to the -enemy, the more damage they do. There is a hit "window" about one -sector wide. If the torpedo misses the hit window, it does not -explode and the enemy is unaffected. Photon torpedoes are only -effective within the quadrant. They have no effect on things in -adjacent quadrants. - -If more than one torpedo is fired and only one target sector is -specified, all torpedoes are fired at that sector. For example, to -fire two torpedoes at sector 3 - 4, you type - - PHO 2 3 4 (or) PHO 2 3 4 3 4 - -To fire torpedoes at, consecutively, sectors 2 - 6, 1 - 10, and 4 - -7, type - - PHO 3 2 6 1 10 4 7 - -There is no restriction to fire directly at a sector. For example, -you can enter - - PHO 1 3 2.5 - -to aim between two sectors. However, sector numbers must be 1 to 10 -inclusive. - - 15 - ******************** - * DOCK AT STARBASE * - ******************** - - Mnemonic: DOCK - Shortest abbreviation: D - -You may dock your starship whenever you are in one of the eight -sector positions immediately adjacent to a starbase. When you dock, -your starship is resupplied with energy, shield energy photon -torpedoes, and life support reserves. Repairs also proceed faster at -starbase, so if some of your devices are damaged, you may wish to -stay at base (by using the "REST" command) until they are fixed. If -your ship has more than its normal maximum energy (which can happen -if you've loaded crystals) the ship's energy is not changed. - -You may not dock while in standard orbit around a planet. - -Starbases have their own deflector shields, so you are completely -safe from phaser attack while docked. You are also safe from -long-range tractor beams. - -Starbases also have both short and long range sensors, which you can -use if yours are broken. There's also a subspace radio to get -information about happenings in the galaxy. Mr. Spock will update the -star chart if your ask for it while docked and your own radio is dead. - - - ******** - * REST * - ******** - - Mnemonic: REST - Shortest abbreviation: R - Full command: REST - -This command simply allows the specified number of stardates to go -by. This is useful if you have suffered damages and wish to wait -until repairs are made before you go back into battle. - -It is not generally advisable to rest while you are under attack by -Klingons. - - - ************************** - * CALL STARBASE FOR HELP * - ************************** - - Mnemonic: CALL - (No abbreviation) - -[Originally, this command was called "HELP", but these days it might -be misinterpreted as built-in documentation!] - -When you get into serious trouble, you may call starbase for help. -Starbases have a device called a "long-range transporter beam" which -they can use to teleport you to base. This works by dematerializing -your starship at its current position and re-materializing it -adjacent to the nearest starbase. Teleportation is instantaneous, -and starbase supplies the required energy--all you have to do is let -them know (via subspace radio) that you need to be rescued. - 16 -This command should be employed only when absolutely necessary. In -the first place, calling for help is an admission on your part that -you got yourself into something you cannot get yourself out of, and -you are heavily penalized for this in the final scoring. Secondly, -the long-range transporter beam is not reliable--starbase can always -manage to dematerialize your starship, but (depending on distance) -may or may not be able to re-materialize you again. The long-range -transporter beam has no absolute maximum range; if you are in the -same quadrant as a starbase, you have a good chance (about 90%) of -re-materializing successfully. your chances drop to roughly 50-50 at -just over 3 quadrants. - - - **************** - * ABANDON SHIP * - **************** - - Mnemonic: ABANDON - (no abbreviation) - -You may abandon the Enterprise if necessary. If there is still a -starbase in the galaxy, you will be sent there and put in charge of a -weaker ship, the Faerie Queene. - -The Faerie Queene cannot be abandoned. - - - ***************** - * SELF-DESTRUCT * - ***************** - - Mnemonic: DESTRUCT - (no abbreviation) - -You may self-destruct, thus killing yourself and ending the game. If -there are nearby Klingons, you may take a few of them with you (the -more energy you have left, the bigger the bang). - -In order to self-destruct you must remember the password you typed in -at the beginning of the game. - - - - ****************************** - * TERMINATE THE CURRENT GAME * - ****************************** - - Mnemonic: QUIT - (no abbreviation) - -Immediately cancel the current game; no conclusion is reached. You -will be given an opportunity to start a new game or to leave the Star -Trek program. - - - 17 - *************** - * SENSOR-SCAN * - *************** - - Mnemonic: SENSORS - Shortest abbreviation: SE - -Utilizing the short-range sensors, science officer Spock gives you a -readout on any planet in your quadrant. Planets come in three -classes: M, N, and O. Only class M planets have earth-like -conditions. Spock informs you if the planet has any dilithium -crystals. Sensor scans are free. - - - ************************ - * ENTER STANDARD ORBIT * - ************************ - - Mnemonic: ORBIT - Shortest abbreviation: O - -To land on a planet you must first be in standard orbit. You achieve -this in a manner similar to docking at starbase. Moving to one of -the eight sector positions immediately adjacent to the planet, you -give the orbit command which puts your ship into standard orbit about -the planet. Since this is a maneuver, a small amount of time is -used; negligible energy is required. If enemies are present, they -will attack. - - - ********************** - * TRANSPORTER-TRAVEL * - ********************** - - Mnemonic: TRANSPORT - Shortest abbreviation: T - -The transporter is a device which can convert any physical object -into energy, beam the energy through space, and reconstruct the -physical object at some destination. Transporting is one way to land -on a planet. Since the transporter has a limited range, you must be -in standard orbit to beam down to a planet. Shields must be down -while transporting. - -The transport command is used to beam a landing party onto a planet -to mine "dilithium crystals". Each time the command is given the -landing party (which you lead) moves from the ship to the planet, or -vice-versa. - -You are advised against needless transporting, since like all -devices, the transporter will sometimes malfunction. - -The transporter consumes negligible time and energy. Its use does -not constitute a "turn". - - 18 - ***************** - * SHUTTLE CRAFT * - ***************** - - Mnemonic: SHUTTLE - Shortest abbreviation: SHU - -An alternate way to travel to and from planets. Because of limited -range, you must be in standard orbit to use the shuttle craft, named -"Galileo". Shields must be down. - -Unlike transporting, use of the shuttle craft does constitute a -"turn" since time is consumed. The time naturally depends on orbit -altitude, and is equal to 3.0e-5 times altitude. Shuttling uses no -ship energy. - -You should use the same travel device going from the planet to the -ship as you use to go from the ship to the planet. However it is -possible to transport to the planet and have the Galileo crew come -and pick your landing party up, or to take the Galileo to the planet -and then transport back, leaving the shuttle craft on the planet. - - - *************************** - * MINE DILITHIUM CRYSTALS * - *************************** - - Mnemonic: MINE - Shortest abbreviation: MI - -Once you and your mining party are on the surface of a planet which -has dilithium crystals, this command will dig them for you. - -Mining requires time and constitutes a "turn". No energy is used. -Class M planets require 0.1 to 0.3 stardates to mine. Class N -planets take twice as long, and class O planets take three times as -long. - -Dilithium crystals contain enormous energy in a form that is readily -released in the ship's power system. It is an excellent idea to mine -them whenever possible, for use in emergencies. You keep the -crystals until the game is over or you abandon ship when not at a -starbase. - - - *************************** - * LOAD DILITHIUM CRYSTALS * - *************************** - - Mnemonic: CRYSTALS - Shortest abbreviation: CR - -This is a very powerful command which should be used with caution. -Once you have dilithium crystals aboard ship, this command will -instruct engineering officer Scott and Mr. Spock to place a raw -dilithium crystal into the power channel of the ship's -matter-antimatter converter. When it works, this command will -greatly boost the ship's energy. - 19 -Because the crystals are raw and impure, instabilities can occur in -the power channel. Usually Scotty can control these. When he -cannot, the results are disastrous. Scotty will use those crystals -that appear to be most stable first. - -Since using raw dilithium crystals for this purpose entails -considerable risk, Starfleet Regulations allow its use only during -"condition yellow". No time or energy is used. - - - ***************** - * PLANET REPORT * - ***************** - - Mnemonic: PLANETS - Shortest abbreviation: PL - -Mr. Spock presents you a list of the available information on planets -in the galaxy. Since planets do not show up on long-range scans, the -only way to obtain this information is with the "SENSORS" command. - - - ********** - * FREEZE * - ********** - - Mnemonic: FREEZE - (no abbreviation) - Full command: FREEZE - -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 and type '.TRK' is created (if necessary) in -the current directory, and all pertinent information about the game -is written to that file. The game may be continued as usual or be -terminated at the user's option. - -To restart a game created by the "FREEZE" command, the user need only -type "FROZEN" in response to the initial question about the type of -game desired, followed by the . - -NOTE: A "tournament" game is like a frozen game, with the following -differences. (1) Tournament games always start from the beginning, -while a frozen game can start at any point. (2) Tournament games -require only that the player remember the name or number of the -tournament, while the information about a frozen game must be kept on -a file. Tournament games can be frozen, but then they behave like -regular frozen games. - -A point worth noting is that 'FREEZE' does not save the seed for the -random number generator, so that identical actions after restarting -the same frozen game can lead to different results. However, -identical actions after starting a given tournament game always lead -to the same results. - 20 - *********** - * REQUEST * - *********** - - Mnemonic: REQUEST - Shortest abbreviation: REQ - Full command: REQUEST - -This command allows you to get any single piece of information from -the command. specifies which information as follows: - - INFORMATION MNEMONIC FOR SHORTEST ABBREVIATION - - STARDATE DATE D - CONDITION CONDITION C - POSITION POSITION P - LIFE SUPPORT LSUPPORT L - WARP FACTOR WARPFACTOR W - ENERGY ENERGY E - TORPEDOES TORPEDOES T - SHIELDS SHIELDS S - KLINGONS LEFT KLINGONS K - TIME LEFT TIME TI - - - ************************** - * EXPERIMENTAL DEATH RAY * - ************************** - - Mnemonic: DEATHRAY - (No abbreviation) - -This command should be used only in those desperate cases where you -have absolutely no alternative. The death ray uses energy to -rearrange matter. Unfortunately, its working principles are not yet -thoroughly understood, and the results are highly unpredictable. - -The only good thing that can result is the destruction of all enemies -in your current quadrant. This will happen about 70% of the time. -Only enemies are destroyed; starbases, stars, and planets are -unaffected. - -Constituting the remaining 30% are results varying from bad to fatal. - -The death ray requires no energy or time, but if you survive, enemies -will hit you. - -The Faerie Queene has no death ray. - -If the death ray is damaged in its use, it must be totally replaced. -This can only be done at starbase. Because it is a very complex -device, it takes 9.99 stardates at base to replace the death ray. -The death ray cannot be repaired in flight. - - 21 - *************************** - * LAUNCH DEEP SPACE PROBE * - *************************** - - Mnemonic: PROBE - Shortest abbreviation: PR - Full command: PROBE MANUAL - PROBE AUTOMATIC - -The Enterprise carries a limited number of Long Range Probes. These -fly to the end of the galaxy and report back a count of the number of -important things found in each quadrant through which it went. The -probe flies at warp 10, and therefore uses time during its flight. -Results are reported immediately via subspace radio and are recorded -in the star chart. - -The probe can also be armed with a NOVAMAX warhead. When launched -with the warhead armed, the probe flies the same except as soon as it -reaches the target location, it detonates the warhead in the heart of -a star, causing a supernova and destroying everything in the -quadrant. It then flies no further. There must be a star in the -target quadrant for the NOVAMAX to function. - -The probe can fly around objects in a galaxy, but is destroyed if it -enters a quadrant containing a supernova, or if it leaves the galaxy. - -The target location is specified in the same manner as the MOVE -command, however for automatic movement, if only one pair of -coordinates are specified they are assumed to be the quadrant and not -the sector in the current quadrant! - -The Faerie Queene has no probes. - - - ****************** - * EMERGENCY EXIT * - ****************** - - Mnemonic: EMEXIT - Shortest abbreviation: E - -This command provides a quick way to exit from the game when you -observe a Klingon battle cruiser approaching your terminal. Its -effect is to freeze the game on the file 'EMSAVE.TRK' in your current -directory, erase the screen, and exit. - -Of course, you do loose the chance to get a plaque when you use this -maneuver. - - - **************** - * ASK FOR HELP * - **************** - - Mnemonic: HELP - Full command: HELP - -This command reads the appropriate section from the SST.DOC file, -providing the file is in the current directory. - - **********MISCELLANEOUS NOTES********** 22 - -Starbases can be attacked by either commanders or by the -"Super-Commander". When this happens, you will be notified by -subspace radio, provided it is working. The message will inform you -how long the base under attack can last. Since the "Super-Commander" -is more powerful than an ordinary commander, he can destroy a base -more quickly. - -The "Super-Commander" travels around the galaxy at a speed of about -warp 6 or 7. His movement is strictly time based; the more time -passes, the further he can go. - -Scattered through the galaxy are certain zones of control, -collectively designated the "Romulan Neutral Zone". Any quadrant -which contains Romulans without Klingons is part of the Neutral Zone, -except if a base is present. Since Romulans do not show on either -the long-range scan or the star chart, it is easy for you to stumble -into this zone. When you do, if your subspace radio is working, you -will receive a warning message from the Romulan, politely asking you -to leave. - -In general, Romulans are a galactic nuisance. - -The high-speed shield control is fairly reliable, but it has been -known to malfunction. - -You can observe the galactic movements of the "Super-Commander" on -the star chart, provided he is in territory you have scanned and your -subspace radio is working. - -Periodically, you will receive intelligence reports from starfleet -command, indicating the current quadrant of the "Super-Commander". -Your subspace radio must be working, of course. - -Each quadrant will contain from 0 to 3 black holes. Torpedoes -entering a black hole disappear. In fact, anything entering a black -hole disappears, permanently. If you can displace an enemy into one, -he is a goner. Black holes do not necessarily remain in a quadrant. -they are transient phenomena. - -Commanders will ram your ship, killing themselves and inflicting -heavy damage to you, if they should happen to decide to advance into -your sector. - -You can get a list of commands by typing "COMMANDS". - - ----------SCORING---------- 23 - - -Scoring is fairly simple. You get points for good things, and you -lose points for bad things. - - You gain-- - - (1) 10 points for each ordinary Klingon you kill, - (2) 50 points for each commander you kill, - (3) 200 points for killing the "Super-Commander", - (4) 20 points for each Romulan killed, - (5) 1 point for each Romulan captured. - (6) 500 times your average Klingon/stardate kill rate. If you - lose the game, your kill rate is based on a minimum of - 5 stardates. - (7) You get a bonus if you win the game, based on your rating: - Novice=100, Fair=200, Good=300, Expert=400, Emeritus=500. - - You lose-- - - (8) 200 points if you get yourself killed, - (9) 100 points for each starbase you destroy, - (10) 100 points for each starship you lose, - (11) 45 points for each time you had to call for help, - (12) 10 points for each planet you destroyed, - (13) 5 points for each star you destroyed, and - (14) 1 point for each casualty you incurred. - -In addition to your score, you may also be promoted one grade in rank -if you play well enough. Promotion is based primarily on your -Klingon/stardate kill rate, since this is the best indicator of -whether you are ready to go on to the next higher rating. However, -if you have lost 100 or more points in penalties, the required kill -rate goes up. Normally, the required kill rate is 0.1 * skill * -(skill + 1.0) + 0.1, where skill ranges from 1 for Novice to 5 for -Emeritus. - -You can be promoted from any level. There is a special promotion -available if you go beyond the "Expert" range. You can also have a -certificate of merit printed with your name, date, and Klingon kill -rate, provided you are promoted from either the "Expert" or -"Emeritus" levels. This "plaque" requires a 132 column printer. You -may need print the certificate to a file, import it into your word -processor, selecting Courier 8pt font, and then print in "landscape -orientation". - -You should probably start out at the novice level, even if you are -already familiar with one of the other versions of the Star Trek -game--but, of course, the level of game you play is up to you. If -you want to start at the Expert level, go ahead. It's your funeral. -The emeritus game is strictly for masochists. - - ----------HANDY REFERENCE PAGE---------- 24 - - 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 (none) - I IMPULSE impulse engines - IMPULSE AUTOMATIC impulse engines and computer - L LRSCAN long-range sensors - MI MINE (none) - M MOVE warp engines - MOVE AUTOMATIC warp engines and computer - O ORBIT warp or impulse engines - P PHASERS phasers and computer - PHASERS AUTOMATIC phasers, computer, sr sensors - PHASERS MANUAL ... phasers - PHO PHOTONS torpedo tubes - PL PLANETS (none) - PR PROBE probe launcher, radio - PROBE AUTOMATIC launcher, radio, computer - REP REPORT (none) - REQ REQUEST (none) - R REST (none) - QUIT QUIT (none) - S SRSCAN short-range sensors - SE SENSORS short-range sensors - SH SHIELDS deflector shields - SHU SHUTTLE shuttle craft - ST STATUS (none) - T TRANSPORT transporter - W WARP (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. - ********MODIFICATIONS******** 25 - -Tom Almy's story: - -Back in (about) 1977 I got a copy of this Super Star Trek game for -the CDC 6600 mainframe computer. Someone had converted it to PDP-11 -Fortran but couldn't get it to run because of its size. I modified -the program to use overlays and managed to shoehorn it in on the 56k -byte machine. - -I liked the game so much I put some time into fixing bugs, mainly -what could be called continuity errors and loopholes in the game's -logic. We even played a couple tournaments. - -In 1979, I lost access to that PDP-11. I did save the source code -listing. In 1995, missing that old friend, I started converting the -program into portable ANSI C. It's been slow, tedious work that took -over a year to accomplish. - -In early 1997, I got the bright idea to look for references to "Super -Star Trek" on the World Wide Web. There weren't many hits, but there -was one that came up with 1979 Fortran sources! This version had a -few additional features that mine didn't have, however mine had some -feature it didn't have. So I merged its features that I liked. I also -took a peek at the DECUS version (a port, less sources, to the -PDP-10), and some other variations. - -Modifications I made: - - Compared to original version, I've changed the "help" command to - "call" and the "terminate" command to "quit" to better match user - expectations. The DECUS version apparently made those changes as well - as changing "freeze" to "save". However I like "freeze". - - I added EMEXIT from the 1979 version. - - That later version also mentions srscan and lrscan working when - docked (using the starbase's scanners), so I made some changes here - to do this (and indicating that fact to the player), and then - realized the base would have a subspace radio as well -- doing a - Chart when docked updates the star chart, and all radio reports will - be heard. The Dock command will also give a report if a base is under - attack. - - It also had some added logic to spread the initial positioning of - bases. That made sense to add because most people abort games with - bad base placement. - - The experimental deathray originally had only a 5% chance of success, - but could be used repeatedly. I guess after a couple years of use, it - was less "experimental" because the 1979 version had a 70% success - rate. However it was prone to breaking after use. I upgraded the - deathray, but kept the original set of failure modes (great humor!). - - I put in the Tholian Web code from the 1979 version. - - I added code so that Romulans and regular Klingons could move in - advanced games. I re-enabled the code which allows enemy ships to - ram the Enterprise; it had never worked right. The 1979 version - seems to have it all fixed up, but I'm still not overly happy with - the algorithm. - - The DECUS version had a Deep Space Probe. Looked like a good idea - so I implemented it based on its description. - - - 26 - -Eric Raymond's story: - -I played the FORTRAN version of this game in the mid-1970s on -a DEC minicomputer. In the late 1980s Dave Matuszek and I became -friends; I was vaguely aware that he had had something to do with the -original Star Trek game. In October 2004, sitting in Dave's living -room, we got to talking about the game and I realized it would make a -great exhibit for the Retrocomputing Museum . - -A few quick web searches later we found Tom Almy's page. We -downloaded his code and Dave verified that that it was a direct -descendent of UT Super Star Trek -- even though it had been translated -to C, he was able to recognize names and techniques from the FORTRAN -version. - -Thus, this game is a cousin of Eric Allman's BSD Trek game, which is -also derived from UT Super Star Trek. However, this one has had a lot -more stuff folded into it over the years -- deep space probes, -dilithium mining, the Tholian Web, and so forth. - -One signature trait of this group of variants is that the sectors are -10x10 rather than the 8x8 in Mike Mayfield's 1972 original and its -BASIC descendants) Also, you set courses and firing directions with -rectangular rather than polar coordinates. It also preserves the -original numbered quadrants rather than the astronomically-named -quadrants introduced into many BASIC versions. - -This game is now an open-source project; see the project site at - - - -Here are some good pages on the history of Star Trek games: - -http://www.dunnington.u-net.com/public/startrek/ -http://www3.sympatico.ca/maury/games/space/star_trek.html -http://www.cactus.org/%7Enystrom/startrek.html - -Modifications I made: - -* I cleaned up a lot of grubby FORTRANisms in the code internals. - -* I fixed a surprising number of typos in the code and documentation. - -* I changed the freeze logic to emit an identifiable magic number and - the thaw logic to check for it. - - ----------ACKNOWLEDGMENTS---------- 27 - -These are the original acknowledgments by Dave Matuszek and Paul Reynolds: - -The authors would like to thank Professor Michael Duggan for his -encouragement and administrative assistance with the development of -the Star Trek game, without which it might never have been completed. - -Much credit is due to Patrick McGehearty and Rich Cohen, who assisted -with the original design of the game and contributed greatly to its -conceptual development. - -Thanks are also due to Carl Strange, Hardy Tichenor and Steven Bruell -for their assistance with certain coding problems. - -This game was inspired by and rather loosely based on an earlier -game, programmed in the BASIC language, by Jim Korp and Grady Hicks. -It is the authors' understanding that the BASIC game was in turn -derived from a still earlier version in use at Penn State University. - - ----------REFERENCES---------- 28 - - - 1. "Star Trek" (the original television series), produced and - directed by Gene Rodenberry. - - 2. "Star Trek" (the animated television series), produced by Gene - Rodenberry and directed by Hal Sutherland. Also excellent, - and not just kiddie fare. If you enjoyed the original series - you should enjoy this one (unless you have some sort of a - hangup about watching cartoons). - - 3. "The Making of Star Trek", by Steven E. Whitfield and Gene - Rodenberry. The best and most complete readily available - book about Star Trek. (Ballantine Books) - - 4. "The World of Star Trek", by David Gerrold. Similiar in scope - to the above book. (Bantam) - - 5. "The Star Trek Guide", third revision 4/17/67, by Gene - Rodenberry. The original writer's guide for the television - series, but less comprehensive than (3) above. - (Norway Productions) - - 6. "The Trouble With Tribbles", by David Gerrold. Includes the - complete script of this popular show. (Ballantine Books) - - 7. "Star Trek", "Star Trek 2", ..., "Star Trek 9", by James Blish. - The original shows in short story form. (Bantam) - - 8. "Spock Must Die", by James Blish. An original novel, but - rather similar to the show "The Enemy Within". (Bantam) - - 9. Model kits of the Enterprise and a "Klingon Battle-Cruiser" - by AMT Corporation are available at most hobby shops.