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GAMES-03.ZIP
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STARTREK.DUM
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Text File
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1982-03-22
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6KB
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121 lines
50000 REM ===============================================================
50100 REM ========= Instructions on how to play startrek =============
50200 REM ===============================================================
50300 GOTO 51300
50400 REM ---------------->>> Simulate sound of t.v. computer
50500 IF NOISE=0 THEN 51200
50600 FOR I = 1 TO 50
50700 J=RND(I)*10000
50800 IF J<37 THEN 51100
50900 PLAY "mb"
51000 SOUND J,.5
51100 NEXT I
51200 RETURN
51300 PRINT " The galaxy is divided into 64 quadrants with"
51400 PRINT " the following coordinates:"
51500 PRINT " # 1 2 3 4 5 6 7 8 #"
51600 FOR I = 1 TO 8
51700 PRINT " # | | | | | | | | | #";I
51800 NEXT I
51900 PRINT : PRINT " Each quadrant is similarly divided into 64 sectors"
52000 GOSUB 60500
52100 PRINT "==================>> DEVICES <<====================="
52200 PRINT : PRINT "Warp Engines"
52300 PRINT " Course = a real number from 1 to 8.99999. The course number"
52400 PRINT " indicates direction, starting at the right and going"
52500 PRINT " counter-clockwise, as depicted below:"
52600 PRINT
52700 PRINT " 3"
52800 PRINT " 4 | 2"
52900 PRINT " \ | /"
53000 PRINT " 5--- * ---1"
53100 PRINT " / | \"
53200 PRINT " 6 | 8"
53300 PRINT " 7"
53400 GOSUB 60500
53500 PRINT " Warp Factor " : PRINT
53600 PRINT " Warp Factor = a real number from 0 to 8. The distance"
53700 PRINT " traveled is equal to integer(warp factor)"
53800 PRINT " quadrants:"
53900 PRINT " Warp .2 = travel 1 sector"
54000 PRINT " Warp .5 = travel 4 sectors"
54100 PRINT " Warp 1 = travel 1 quadrant"
54200 PRINT " Warp 2 = travel 2 quadrants"
54300 PRINT " For example, if you travel from quadrant 1-1"
54400 PRINT " sector 1-1, in direction 1 at Warp 2, you would"
54500 PRINT " stop at quadrant 1-3,sector 1-1 in the next"
54600 PRINT " stardate.
54700 PRINT " REMEMBER: Every use of the warp takes one stardate."
54800 PRINT " If the Enterprise is blocked by something during"
54900 PRINT " intra-quadrant travel, it will stop in front of "
55000 PRINT " blocking object (and waste a stardate) ***"
55100 PRINT
55200 GOSUB 60500
55300 PRINT "===============>> Short Range Sensors <<======================"
55400 PRINT
55500 PRINT " The Short Range Sensors of the Enterprise display a detailed "
55600 PRINT " view of the quadrant it is currently in. The Enterprise will "
55700 PRINT " be depicted by an -E- at its sector location within the quadrant"
55800 PRINT " Klingon battle cruisers are depicted by a -K-"
55900 PRINT " Starbases are depicted by a -B-"
56000 PRINT " Stars are depicted by a -*-"
56100 GOSUB 60500
56200 PRINT "================>> Long Range Sensors <<======================"
56300 PRINT " "
56400 PRINT " The Long Range Sensors of the Enterprise are used to display the"
56500 PRINT " maps of objects in the nine (9) closest quadrants. This allows"
56600 PRINT " you to see potential Klingon fighter groups and to locate your"
56700 PRINT " starbases. The numbers shown for each quadrant in the long"
56800 PRINT " range scan have the following meaning:"
56900 PRINT " "
57000 PRINT " The ones digit indicates the number of stars"
57100 PRINT " The tens digit indicates the number of starbases"
57200 PRINT " the hundreds digit indicates the number of klingons"
57300 PRINT
57400 PRINT " For example:"
57500 PRINT
57600 PRINT " 319 means 3 Klingons, 1 Starbase, and 9 stars"
57700 PRINT " 206 means 2 Klingons, 0 Starbases, and 6 stars"
57800 PRINT " 7 means 0 Klingons, 0 Starbases, and 7 stars"
57900 GOSUB 60500
58000 PRINT "=====================>> Phasers <<==========================="
58100 PRINT
58200 PRINT " Any portion of your available energy can be fired through the "
58300 PRINT " phasers. The battle computer divides the amount of energy you "
58400 PRINT " specify amoung the Klingon cruisers in the quadrant and determines"
58500 PRINT " the various directions of fire. The effectiveness of a hit"
58600 PRINT " depends mostly on the distance to the target. A Klingon battle"
58700 PRINT " cruiser starts with ";S9;" units of energy. It can fire an "
58800 PRINT " amount equal to whatever energy it has left"
58900 PRINT
59000 PRINT "===================>> Photon Torpedoes <<===================="
59100 PRINT
59200 PRINT " Initially the Enterprise has ";P0;" Photon Torpedoes. One"
59300 PRINT " torpedo destroys whatever it hits. The range of photon torpedoes"
59400 PRINT " (like phasers) is limited to the current quadrant. The course"
59500 PRINT " of a photon torpedo is set the same way as that of the Enterprise"
59600 GOSUB 60500
59700 PRINT "==================>> Damage Control Report <<===================="
59800 PRINT " The Damage Control report lists the main devices of the Enterprise"
59900 PRINT "and their current state of repair. A negative state of repair"
60000 PRINT "indicates a disabled device. Devices can be damaged or repaired"
60100 PRINT "by a space storm or landing at a starbase. Also damaged devices"
60200 PRINT "are repaired 1 unit every stardate."
60300 GOSUB 60500
60400 RETURN
60500 REM =================>> Subroutine to wait for player to hit any key
60600 LOCATE 1,15
60700 COLOR 0,7
60800 PRINT " Hit any key to continue "
60900 COLOR 7,0
61000 A$=INKEY$: IF A$="" THEN 61000
61100 X6 = INT(RND*100)+1
61200 REM =================>> Subroutine to clear screen
61300 CLS
61400 LOCATE 5,10
61500 GOSUB 50400
61600 RETURN
0)+1
61200 REM =================>> Subroutine to clear screen
61300 CLS
61400 LOC