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EGATRK31
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EGATREK.DOC
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1994-09-01
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…ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕª
∫ ∫
∫ EGA TREK ∫
∫ Version 3.1 September 1, 1994 ∫
∫ ∫
∫ Nels Anderson ∫
∫ 585 Edmands Road ∫
∫ Framingham, MA 01701 ∫
∫ U.S.A. ∫
»ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕº
A space combat game similar to EGATrek was one of the first computer
games ever written. The first versions were written for mini and
mainframe computers back in the early 1970's. There have probably been
more versions of this game written than any other as there is probably
at least one version around for every type of computer ever made. This
game is definitely a classic.
The version you now have is related to the other versions in its basic
game play, but fully takes advantage of the high resolution of the EGA
or VGA display. I originally discovered the game around 1974 running
on a DEC System 10 mini and was soon hooked. I've since written
several other versions of the game for computers including the
Timex-Sinclair ZX81, Apple ][, Prime 50-series minis and MS-DOS
machines, all using BASIC of one sort or another. EGATrek is based on
these earlier efforts, though it has been translated to Turbo Pascal.
This game requires an MS-DOS computer with an EGA or VGA capable card
and monitor. If you're still running an older display adapter that
doesn't support EGA or VGA I'm afraid you're out of luck running this
particular game. I suspect you can find a version that supports your
system though.
SHAREWARE
EGATrek is distributed under the "shareware" concept, also known as
"user-supported software". Under this concept, you save the high cost
of packaging and distribution while still receiving high quality
software. You are free, and in fact encouraged, to distribute this
software to your friends, to BBSes and to user groups. Companies that
provide shareware duplication services may include EGATrek in their
catalog and provide copies for a reasonable duplication fee. All files
as supplied by the author must be included. You are not allowed to
modify the files in any way, and this shareware notice must be kept
intact. The author retains all other rights to the program.
Under the Shareware system you may freely try out this program, but if
you continue to use it you are expected to register with the author and
pay the $15 registration fee. In return for your registration you'll
receive the latest version of the game, with the shareware reminders
removed, and if possible another game to try out. There is also a
"deluxe" version available which includes a binder, printed manual and
quick reference card. The "deluxe" version is $22. Please note that the
actual software is identical in both versions.
Please include $2 shipping on standard registrations in the U.S. and
Canada. For "deluxe" versions or for any orders outside North America
please include $4 for shipping. Also please include $2 extra if you
require 3.5" diskettes, otherwise your order will come on 5.25".
I'd be happy to hear of any improvements you'd like to see, as well as
any bug reports. Many of the new features since the original version
of the game came about as suggestions from users.
When you register, please let me know what version you have and I'd
also be interested in knowing where you got it from. Please, make sure
to put your name and address on the letter! It's amazing how many
people don't do this. Or, you can use the instant registration form in
the file "orderfrm.txt". Just copy the file to your printer.
If you live outside the U.S., the best way to register appears to be by
using postal money orders. I've received these from quite a few
countries. In general, foreign checks are not accepted by U.S. banks
(Canadian checks are an exception, but please allow for the difference
in U.S. and Canadian dollars). EuroCheques, for example, are not
acceptable to the bank. You can also charge your registration to VISA
or MasterCard.
If you live in the U.K. you can register through Nildram Software.
Please print the file UKORDER.TXT for an order form all ready to go or
just send #12.95 to:
Nildram Software
82 Akeman Street
Tring
Herts HP23 6AF
If you have any suggestions or discover any problems with the program
you can reach me via the )(evious BBS system (300-28800 bps, HST/v.32,
8N1) at 508-788-6951. Leave a C)omment to the sysop to reach me.
)(evious is the official support BBS for all my software and the latest
versions are always available for downloading there. )(evious is also
a member of RelayNet so if you use a local BBS that is also on RelayNet
you can mail me by sending a routed message to node XEVIOUS. The
Shareware conference is the preferred place to do this.
I'm also available through CompuServe's mail system. Send mail to me
at 71020,2613, or join me and other authors in the Shareware forum (GO
SHAREWARE). You can also reach me through InterNet at address
71020.2613@compuserve.com.
CHANGES IN V3.1:
o Instructions can now be viewed without leaving game
o Order form can be printed within game
o Minor bug fix
CHANGES IN V3.0:
o All items renamed to avoid copyright infringement
o MSGS command improved
o Minor change in impulse engine use
o Planets needing evacuation now report their quadrant
CHANGES IN V2.31:
o Several bug fixes related to saved games
o Updates to documentation
CHANGES IN V2.3:
o The previous version had a serious problem in loading
saved games which has now been fixed
CHANGES IN V2.2:
o Replays allowed
o Expanded help screens
o Added rank names to rank numbers in hall of fame, etc.
o Long range scanner/galaxy chart now operates automatically
o New repair status chart on screen at all times
o Bug fixes
CHANGES IN V2.1:
o Boss Mode replaced with shell to DOS
o MAX command added
o Saved games now have default file name available
o Several minor bug fixes
CHANGES IN V2.0:
o Enemy ships are generally tougher
o New enemy ship types
o Enemies have some other new abilities
o MINE and LOAD commands replaced by LAND and USE
o Additional random occurrences
o FIX command enhanced to allow fixing specific devices
o Games can be saved by file name
o Top two scores for each level saved in Hall of Fame
o Move command and coordinates can be entered together
o Warp command and warp factor can be entered together
o Laser temperature/efficiency graph on screen
o MSGS command replays most recent messages
o Viewer shows closest enemy ship instead of closest object
o Successful rescues increase score
o Enemy lasers shown on short range scanner
o Black holes
o Enemy ships can be scanned using INFO command
o Death Ray weapon
…ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕª
∫ EGATREK QUICK START ∫
»ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕº
If you're already familiar with this type of game and just need enough
information to get started, here it is...
Start up the game from DOS command level by typing "EGATREK".
When the title screen comes up hit any key to go on.
You will first be asked if you want a briefing or not. Your choice...
The "command level" you select determines the difficulty of the game.
Unless you've never played this type of game before skip level 1 and
possibly level 2.
Once the game starts up, use F1 to view the command list as needed.
…ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕª
∫ BRIEFING ∫
»ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕº
As humans ventured into deep space it was inevitable that other races
of intelligent beings would be discovered. While many races are
friendly and some have even become allies several hostile and violent
races have been discovered. The two most notable hostile races are
known as the Mongols and the Vandals. Though these are not their real
names (the words they use for their names being impossible for the
human tongue to pronounce) these terms have been assigned as standard
terminology based on the convention of using the names of appropriately
violent early human cultures.
Recently, the Mongol Empire has declared war on the Union. As a
result, a Mongol invasion fleet is now present in parts of Union
territory. A large number of enemy cruisers, a few command vessels and
a Mongol starbase have been observed.
The Vandal Empire has joined the hostilities in some areas but should
be avoided if possible. They will generally only be found near their
own territory. Their actions in response to your contact are
unpredictable.
You will be in command of the Class IX Research/Battle Cruiser
Lexington, fleet designation RCB-92. As is common fleet procedure the
ship is named after a historic earth ocean ship. It is fully battle
ready with 430 officers and crew members on board.
Your mission as commander of the Lexington is to secure a 64 quadrant
section of the galaxy as quickly as possible. You will have to destroy
any Mongol vessels you find, including normal Mongol battle cruisers,
command vessels and possibly other types as well. Depending on the
command level (your military rank) that you enter when starting you
will be given a more or less difficult section. In general, higher
levels must contend with more enemy ships and with more abilities and
phenomena in the enemy. Success in your mission may earn you a
promotion to a higher rank.
Ranks are as follows:
Level Number Name of Rank
------------ ------------
1 Lieutenant Commander
2 Commander
3 Captain
4 Commodore
5 Admiral
Any officer in command of a ship may be referred to as captain
regardless of his actual rank.
The Lexington has a cruising speed of up to warp factor 6, and is
allowed warp 8 in emergencies. The main engines are for moving between
quadrants of the galaxy. Beware of excessive speed as damage to the
engines is a possible result. Within a quadrant, you have the use of
impulse engines. If your main engines are damaged your maximum warp
speed will be lower than normal. Travel at warp speeds with the shields
raised requires double the normal amount of energy.
All energy is provided by the Space Industries EnergyConverter. The
energy conversion system is normally adequate to supply all needed
power for many years of operation. However, war with the Mongols is
hardly normal operations. Because the ship is moving more often than
normal and using a great deal of energy to fire lasers and provide
shielding you will most likely be using energy faster than you can
regenerate it. The converter will supply 400 units of energy per
stardate when working at 100%.
The ship is provided with two types of scanners. The short range
scanners show you everything in your current quadrant. Because of
their importance they continue scanning at all times and the display is
always available and up to date. The most important thing you will see
is, of course, Mongol ships of which there are several types. Standard
Mongol battleships will display in light blue, command ships in red,
scout ships in purple and supply ships in green.
Your long range scanners show what is in adjacent quadrants and thus
are very useful for planning your movements. The ships computer keeps a
record of all past scans and this galaxy chart is shown at all times
unless the computer is damaged. Damage to the scanners will affect
their performance of course. A small amount of damage will prevent them
from seeing smaller objects (including, unfortunately, enemy ships) but
they may still be able to see stars. If damage becomes too severe they
will fail to work at all.
The long range display is numerical; the three digit number for each
quadrant represents the number of Mongols, type of friendly star base,
and number of stars (respectively) that the scanners have found.
Quadrants containing Mongols are highlighted in red. Bases are
highlighted in orange and the number indicates base type (1 is a
StarBase, 2 a research station and 3 a supply depot). Quadrants with
supernovas cause the scanners to overload and display all 9's.
You also receive information through the main viewer. This display
alternates between a view from outside the ship and a graphical display
of some ship function. When looking outside the ship the viewer always
looks in the direction of whatever enemy ship is closest to your ship.
The view includes an identification of the object and its relative
distance and direction from the ship. Directions are based on 0
degrees being directly to the right as seen on scanner displays.
The graphical displays appearing on the viewer can be more or less
useful depending on what's currently going on. Some of the displays
are not of much use to a ships commander however.
You will constantly be receiving communications from both inside and
outside your ship. Each message will include the ships department that
originated it. It is important that you pay attention to all incoming
messages. Up to four messages can be displayed on your command console
at a time. Each new message will overwrite the oldest existing message
or you can acknowledge one or all messages and so leave space for new
ones.
Your ship has two major weapons available, energy torpedoes (EnTorps)
and lasers. Torpedoes are very effective at close range, with a single
torpedo being capable of destroying a standard Mongol ship. However,
you are limited in the number of torpedoes you can carry and they can
only be replenished at a StarBase or supply station. At longer
distances they are less effective and their accuracy is also thrown off
when fired with your shields raised.
Lasers are your general purpose weapon. The damage lasers do is highly
influenced by distance to the target. There are two gauges that
monitor laser performance. You should watch the laser temperature
gauge when firing to prevent overheating. The laser effectiveness
gauge shows how well the lasers are working. Laser effectiveness goes
down due to excess heat and due to damage from enemy fire.
The ship is capable of repulsing enemy fire through the use of its
shields. When the shields are raised and at 100% energy no enemy fire
will penetrate them; the only effect will be that energy will drain
from the shields. It is thus to your advantage to have shields raised
when in direct battle. Once enemy fire starts to penetrate the shields
main energy is lost and ships systems may be damaged. Raising the
shields draws a small amount of energy from the main energy banks so
you do not want to raise the shields needlessly. Lowering shields
causes no energy change. Because the shields affect the performance of
other ships systems their correct usage is very important to the
success of your mission.
The Lexington was originally used for exploration and is well suited
for this purpose. Obviously, with the Union under attack there is no
time for normal exploration at the present. However, there are planets
in the galaxy that may contain the energium used to power the ship and
it is worth exploring these planets for emergency energium supplies.
Note, though, that regulations prohibit the use of raw energium except
in extreme emergencies; your shields must be under 50% and main energy
under 20%.
There are several types of Union bases in space. A StarBase is the
most useful because you can replenish all ships supplies there. Supply
stations can provide life support supplies and energy torpedoes.
Research stations can provide only life support supplies. You are
responsible for the protection of all bases in your designated area.
During warfare many of the ships systems may be damaged. The effects
of damage on your mission can vary greatly depending on what systems
are affected:
EnergyConverter: The ship's energy converter generates energy for the
ship at a rate of 400 units/day times percentage of repair.
Shields: The shields percentage of repair indicates how efficiently the
shield generators can convert the energy available in the shield system
into actual shielding of the ship.
Warp Engines: The warp engines are virtually impossible to destroy
completely, but their level of damage affects the maximum possible warp
speed. The maximum warp speed is approximately warp 1 plus 0.09 times
percentage of repair.
Impulse Engines: Impulse engines are much simpler than warp engines;
they either work or they don't. When they are at less than 50% they
simply stop functioning.
Lasers: Laser percentage of repair is a direct indication of what
percentage of energy is converted to destructive force at the point of
impact. In other words, for a given level of laser energy, 100%
working lasers will do twice the damage of 50% working lasers.
EnTorp Tubes: Like impulse engines, torpedo tubes either work or they
don't. At 100% there are three functional tubes, 67-99% only two tubes
work and 34-66% only one.
Short Range Scanners: Short range scanners lose resolution when they
are damaged. Above 90% they are fully functional, but below 90% they
are unable to detect anything smaller than a star. Below 50% they do
not function at all.
Long Range Scanners: Long range scanners also lose resolution when
damaged. When less than 100% repaired they can no longer detect enemy
ships. Below 50% they are not functional.
Computer: A modern starship is highly computerized, so loss of computer
function affects a number of things. Portions of the ships charts can
be lost if the computer is sufficiently damaged and can only be
recovered by re-scanning. Automatic navigation requires the computer
to be 100% repaired.
Life Support: Life support systems must be 100% to generate food and
oxygen needed to sustain life. Without a functioning life support
system the ship can last only two days on reserves.
Transporter: The transporter must be at 100% to be used.
Shuttlecraft: The shuttlecraft must be at 100% to be used.
When your mission ends, one way or another, you'll receive a detailed
evaluation of your performance from headquarters. If you get one of
the top two scores for your command level, your name will be entered in
the hall of fame. If you wish to delete the hall of fame simply delete
the file trek.scr.
…ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕª
∫ COMMANDS ∫
»ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕº
To start the game, enter "egatrek" from the DOS prompt. If you do not
want sound during the game, enter "egatrek -n"; note that the space
before the dash is required.
The following is a list of commands and their description. Most
commands can be abbreviated to just their first letter. Use the "HELP"
command (or just hit the F1 key) at any time to get the list of
commands and their abbreviations.
A#:
To acknowledge a message you should enter the letter A immediately
followed by the number of the message you wish to acknowledge, i.e. A2.
Messages are numbered from 1 to 4 going from top to bottom. To
acknowledge all messages enter just A without a number.
DOCK:
You will need to visit StarBases often to refuel your ship as well as
to make repairs. When you are in a sector directly adjacent to a
StarBase, issue this command. You can also dock at Research Stations
and Supply Bases, but they cannot provide everything that a StarBase
can. When docked at a StarBase its shields will protect your ship from
enemy lasers.
ENERGY:
Energy is used by a number of different systems aboard the ship and you
can use this command to move energy between systems as needed. It will
also show you the exact energy levels of all systems.
FIX:
Engineering has a certain number of crewmen available to do repairs on
damaged systems and they normally divide their time evenly among all
damaged systems. Since some systems are more important than others you
can use this command to concentrate repairs on one system at the
expense of other systems. When the system you selected is repaired,
repair work will automatically be divided among all damaged systems
once again.
In addition, you will be asked if you want to spend time just making
repairs. In space, repairs will take place no faster than normal. If
docked at a StarBase you can use their facilities to speed repairs.
Relative repair speeds are as follows:
1x Normal repairs, work evenly divided among systems
2.5x Normal repairs while docked at a starbase
3x Repairing only a selected system
5x Repairing a selected system while docked at a starbase
HAIL:
Use this command to hail a StarBase. If none is close by, it will take
some time to receive a reply.
HELP:
Use this command to get a list of all available commands and their
abbreviations. You will also be shown a summary of scanner information.
Finally, you will be able view the complete game instructions (the file
you are reading now), information about shareware or you can print an
order form. Remember that hitting the F1 key will get you help.
INFO:
This command allows you to get information about the enemy ships in the
present quadrant from the computer. The display will show the ship
type, location, distance and heading from you, and the condition of its
shields.
LAND:
If you are orbiting a planet which has something of interest on it you
can use this command to land on the planet. You have the option of
using the transporter or shuttlecraft to reach the planet. Normally
the transporter is the better choice since the shuttlecraft takes 0.2
stardays to make the round trip whereas the transporter is virtually
instantaneous.
To use this command, you must first successfully use the ORBIT command.
MAX:
This command diverts the maximum possible amount of power to the ship's
main shields. You can do the same thing with the E)nergy command by
transferring power to the shields until they are at 2500. This command
is a quick way to make sure that your shields are at full strength.
MOVE:
This ship is quite sophisticated, so getting from one place to another
requires only that you specify where you want to go. The galaxy is
divided into 64 quadrants and each quadrant is divided into 64 sectors.
You need only to specify the quadrant and sector you wish to move to;
for example 6,2,3,5 moves you to quadrant 6,2 sector 3,5. Vertical
coordinates are always entered first. To use impulse power to move
within a quadrant specify only the sector you wish to move to (i.e.
3,5).
If the navigation computer is damaged, however, you will have to
calculate movements manually. You will be asked first for a DeltaX
(vertical) movement which can be negative, positive or zero. The
number before the decimal point is the number of quadrants to move, and
the number after the decimal point the number of sectors. Both digits
must be in the range 0 to 7. The DeltaY (horizontal) movement works
the same way. For example, if you want to move one quadrant down and
two quadrants plus two sectors left (i.e., from 1,8,1,8 to 2,6,1,6)
DeltaX would be 1.0 and DeltaY would be -2.2. If you prefer using this
method even when the computer is functional, enter just an "M" when
asked for the coordinates and the computer will switch movement entry
to manual.
The key to understanding manual movement is that you are specifying a
distance to move relative to your current position whereas with
automated movement you just select the actual position you wish to move
to.
If you prefer, you can enter the move coordinates without anything
separating them. For example, 6,2,3,5 is equivalent to 6235 and 3,5 is
equivalent to 35. When using the long form, you can use whatever is
most convenient for separators between the numbers.
For an even more abbreviated way of entering move coordinates, enter
them right on the initial command line along with the "M". For
example, use m6235 for quadrant 6,2 sector 3,5 or use m35 to move to
sector 3,5 within the current quadrant. When using this method do not
use any spaces, commas, etc. to separate the "m" and the coordinate
numbers.
MSGS:
Often during a heated battle messages will come for you so fast that
it's possible to miss some of them. You can use this command to review
the most recent messages that have appeared. The newest messages will
be displayed at first and you can use the up arrow and down arrow keys
to scroll through the messages. Hit the ESC key when done.
ORBIT:
Use this command to enter a standard orbit around a planet. This will
allow the planet to be scanned for the presence of energium crystals
and other things. Once in orbit, you can use the LAND command to visit
the planet surface.
LASERS:
Use this command to fire the laser banks. The laser control officer
will request instructions on firing at each enemy vessel in the
quadrant.
QUIT:
Use this command to quit the game. You can also save a game before you
quit; see the SAVE command.
RAY:
This command fires the experimental death ray. This is a very powerful
weapon that will destroy every enemy ship in the whole quadrant...if it
works. If it doesn't work, there's no telling what may happen, since
the technology is not yet completely understood.
REPAIR:
This command is a request to engineering to provide the state of repair
of all ship systems. Any systems that are damaged will include an
estimated time to repair.
SAVE:
You can save your game so that you can come back and continue it later.
After saving, the game continues until you give the quit command. You
can only restore a saved game when first starting up; you will be asked
if you want to restore a saved game right after you are asked if you
want a briefing. You select the name of the file that is to contain
the saved game information. Any valid MS-DOS file name can be used;
just hit <Enter> to use the default name "egatrek.sav".
SELF:
If the situation becomes hopeless, use this command to self-destruct.
With any luck, you will at least take a few enemy ships along with you.
SHUP:
This command raises the shields. Engineering will acknowledge when the
shields are up, and the image of your ship on the short range scanner
will change to yellow. You can also use the up arrow key to issue this
command.
SHDN:
This command lowers the shields. Engineering will acknowledge, and the
image of the ship on the short range scanner will return to white. You
can also use the down arrow key for this command.
SND:
Use this command at any time during the game to toggle sound on and
off. A message will flash briefly on the screen acknowledging the
command.
TORPEDO:
You have three torpedo tubes available. The torpedo control officer
will request instructions on the number of torpedoes to fire and the
sectors to fire them at.
USE:
Any miscellaneous objects that you find during the game, such as
energium crystals mined from planets, can be used with this command.
WARP:
Use this command to inform engineering of the warp speed you require
from the engines when moving between quadrants. Invalid warp speeds
will be ignored.
If you wish, you can include the warp factor on the command line. For
example, enter w5.2 to set the warp factor to 5.2.
BOSS:
Argh! The boss is coming, and he's going to catch you playing games
again. Hit Shift-F1 and you shell to MS-DOS. You can now do simple
MS-DOS commands, but be careful that you do not run anything that
changes the screen mode as when you return to EGATrek you must still be
in graphics mode to be able to continue the game. Simple commands like
DIR should work fine. When you're ready to return to the game, type
'EXIT'. (If you *are* the boss, you didn't see this command; it's
hidden by a cloaking device.)
…ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕª
∫
»ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕº
Some of the more commonly used commands have been bound to the function
keys. Use the following chart as a reference:
⁄ƒF1ƒƒƒƒƒƒ¬ƒF2ƒƒƒƒƒƒø
≥ ≥ ≥
≥ Help ≥ Lasers ≥
≥ ≥ ≥
≥ ≥ ≥
√ƒF3ƒƒƒƒƒƒ≈ƒF4ƒƒƒƒƒƒ¥
≥ ≥ ≥
≥ Fire ≥ Move ≥
≥ Torpedo ≥ Ship ≥
≥ ≥ ≥
√ƒF5ƒƒƒƒƒƒ≈ƒF6ƒƒƒƒƒƒ¥
≥ ≥ ≥
≥ Max ≥ Fix ≥
≥ Energy ≥ Systems ≥
≥ ≥ ≥
√ƒF7ƒƒƒƒƒƒ≈ƒF8ƒƒƒƒƒƒ¥
≥ ≥ ≥
≥ Xfer ≥ Repair ≥
≥ Energy ≥ Status ≥
≥ ≥ ≥
√ƒF9ƒƒƒƒƒƒ≈ƒF10ƒƒƒƒƒ¥
≥ ≥ ≥
≥ Set ≥ Dock ≥
≥ Speed ≥ ≥
≥ ≥ ≥
¿ƒƒƒƒƒƒƒƒƒ¡ƒƒƒƒƒƒƒƒƒŸ
…ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕª
∫ REGISTRATION ∫
»ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕº
Please remember that EGATrek is not free software. As with all
Shareware you are expected to purchase it after you've given it a
reasonable trial.
The registration price for EGATrek is $15 (plus $2 shipping), for which
you'll receive by return mail a copy of the latest version with the
registration reminders removed, and possibly another Shareware game to
try out.
A "deluxe" version of EGATrek is also available. This includes a
storage case, printed manual, quick reference card, plus the registered
version of the game. This version is available for $22 (plus $4
shipping).
Outside North America please include $4 for shipping/handling on all
orders. Please add $2 extra if you require 3.5" diskettes.
Orders from outside the U.S. should be in U.S. funds. Using a credit
card is probably the easiest way to do this, but postal money orders,
cash or bank drafts drawn on U.S. banks are acceptable. Eurocheques
will not be accepted even if drafted in U.S. funds.
If you live in the U.K. you can register through Nildram Software.
Please print the file UKORDER.TXT for an order form all ready to go or
just send #12.95 to:
Nildram Software
82 Akeman Street
Tring
Herts HP23 6AF
…ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕª
∫ LEGAL STUFF ∫
»ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕº
The author hereby disclaims all warranties relating to this product,
whether express or implied, including without limitation any implied
warranties of merchantability or fitness for a particular purpose. The
author cannot and will not be liable for any special, incidental,
consequential, indirect or similar damages due to loss of data or any
other reason, even if the author or an authorized agent has been
advised of the possibility of such damages. In no event shall the
liability for any damages ever exceed the price paid for the license to
use software, regardless of the form and/or extent of the claim. The
user of this program bears all risk as to the quality and performance
of the software.
…ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕª
∫ ASSOCIATION OF SHAREWARE PROFESSIONALS ∫
»ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕº
This software is produced by Nels Anderson who is a member of the
Association of Shareware Professionals (ASP). ASP wants to make sure
that the shareware principle works for you. If you are unable to
resolve a shareware-related problem with an ASP member by contacting
the member directly, ASP may be able to help.
The ASP Ombudsman can help you resolve a dispute or problem with an ASP
member, but does not provide technical support for members' products.
Please write to the ASP Ombudsman at 545 Grover Road, Muskegon, MI
49442, USA or send a CompuServe message via email to ASP Ombudsman
70007,3536.
_______
____|__ | (R)
--| | |-------------------
| ____|__ | Association of
| | |_| Shareware
|__| o | Professionals
-----| | |---------------------
|___|___| MEMBER
…ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕª
∫ LIVE LONG AND PROSPER! ∫
»ÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕÕº
EGATrek is copyright (c) 1988-1994 by Nels Anderson. All rights reserved.