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- STAR TREK: The Game by: Tobias Richter @89
-
- INSTRUCTIONS
-
- Translation of German docs by: Falk Mittmann
- Rewritten by: Daniel Berg and by Mike Kelly
-
- STAR TREK @ is brought to you through AMICOM SOFTWARE
- (Mike Kelly & Mike Primorac) & the BRAMPTON USER's GROUP
- (Daniel Berg & Peter McAvoy - BUG Amiga Librarians 1990)
-
-
- Introduction:
-
- STAR TREK : The Game is based on the adventures of the Starship
- "U.S.S. Enterprise". The version you're using here is NCC-1701-A, which
- was seen in the movies "StarTrek IV : The Voyage Home" and "StarTrek V
- : The Final Frontier"
-
- Object of the game: STAR TREK
-
- The object of the game is to stay alive, healthy, and maintain the
- Enterprise in good condition. As Captain of the ship, you must go on
- missions where you show your common sense and level headedness. An
- overly cautious Captain will loose his ship as well as a careless or
- irrational Captain. Good Luck!!
-
- The Game:
-
- The first screen to come up after the initial start-up gives you a
- view of the bridge from the Captain's chair. (his best advantage
- point.) In the middle of the screen are four bars, or indicators. The
- first indicates the IMPULSE SPEED, the second WARP SPEED, third
- represents your ship's ENERGY level, and finally the fourth is for
- DAMAGE to the hull of the ship. The centre console displays your "Star
- date" and current "condition". (condition indicator changes colours for
- different levels of safety, IE: red for enemy alert.) On either side of
- the console are Chekov and Sulu, your Helmsman and Navigator
- (respectively). Around the sides of the viewscreen are several boxes
- that allow you to perform the necessary functions of a Starship.
- Clicking on one of these boxes will bring up another window for you to
- work from. At the bottom of the screen are more gadgets. Due to the
- fact that this program is a PAL program, these will be hard to read.
- They are as follows: Quit/Save, Helmsman, Turbolift, Bridge, Navigator,
- and finally Pause. By clicking on each of these boxes around the
- screen, you access different menus and areas of the ship. The boxes and
- their associated menus are listed below.
- Oh by the way, that big blue ball on the viewscreen is the planet
- Earth!
-
- Engineering:
-
- Repairs are done by sliding the slide controls to the desired amount
- of repair. Then click the word describing the section or area for the
- desired repair. Note, you must have enough energy when doing these
- repairs to your ship. Also you will notice controls for SPEED. When in
- Warp drive, you must be at WARP 1 in order to use IMPULSE SPEED. The
- middle of this screen also shows the shield configuration and any
- damages to the ship.
-
- Communications:
-
- Instructions or Orders from Star Fleet come through here. The orders
- that are sent are not stored, so all missions must be viewed as soon as
- possible. The CONDITION box allows you to change the ships status. You
- can call up a "condition YELLOW", or "RED", or "GREEN". There is also a
- "own message" area which allows you view the messages you wish to send
- to other ships or the FEDERATION HEADQUARTERS, etc.
-
- Battle Stations:
-
- When you're in BATTLE STATIONS, you can fire the phasers or photon
- torpedos. This station and the HELMSMAN station are used for aiming at
- the TARGETS. Press the "set" button, position, then press the "fire"
- button. In the middle of the console you will find a "activate" and
- "deactivate" button for your ship's shields. These are controlled with
- slide bars for the strength of each shield. When the shields are
- "activated", ENERGY is used from the system and diverted or returned
- back when they are "deactivated". Your shields will only protect you
- from the enemy space ships.
-
- From the Captain's chair you can click onto BRIDGE #2, which is an
- overhead view of the ship's bridge. From here you can QUIT/SAVE the
- game. Another feature is that you can also RESTART the game by loading
- in a previously saved file from a game you had before. One very
- important thing to remember, is to not rename any files. This action
- will only lead to the program not working correctly.
-
- Helmsman: (represented by an '^' arrow)
-
- The Helmsman is on the left-hand side of the screen. Weapons can be
- operated from the HELMSMAN's chair as well as the BATTLE STATIONS. You
- must set your aim on your target before you fire your phasers or photon
- torpedos. The shields are activated only from BATTLE STATIONS, but from
- here, you can call up your TACTICAL screen.
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- |__________________________________|
-
- A small screen appears displaying the distance and identity of the
- enemy craft(s). To the left of the screen is your ENERGY scale. The
- four bars across the bottom of the screen represent your SHIELDS. To
- the right side is a small red box which is only visible when the
- SHIELDS are "activated". When you're aiming at the enemy, you first
- select the type of weapon, then click on "set". If your weapon is a
- PHASER, then a small square will appear, which you will place on the
- target. If you're aiming a PHOTON TORPEDO, then you use a large
- rectangle for aiming. Once you have this placed where you want, then
- click on the "fire" button to fire at the enemy. To the right of these
- controls is a manual steering control. This is used for steering,
- docking and or orbiting the Enterprise. To the right of the steering
- controls is the IMPULSE speed control.
- (When in battle, most manuvering is done in IMPULSE speed only. All of
- your DOCKING or ORBITING procedures are done in IMPULSE speed only as
- well.)
-
- TurboLift:
-
- The TurboLift button allows you to leave the BRIDGE and head to other
- parts of the ship. You have access to the Officers Quarters,
- Transporter Room, Medical Bay, Shuttle Craft, Hanger, etc.
-
- Navigator: (represented by an "^" arrow)
-
- The Navigator is on the right hand side of the screen. From here you
- have access to IMPULSE power as well as WARP power, depending upon what
- you're doing. There is a CHANGE TARGET button, which alows you to
- change the destination of the Enterprise. Buy moving the mouse around
- on the navigation screen, the pointer travels from star to star,
- identifying each star it crosses on the far left of the screen. Space
- stations will also be identified. The Enterprise is identified by a RED
- CROSS. The cross-hair for the mouse is GREEN, which you move to a GREEN
- SQUARE (target destination). Click the button, then move the cross-hair
- to a YELLOW SQUARE (delivery destination). Any BLUE SQUARES on the
- screen are other Federation ships. These ships can call for help, or
- you may be asked to escort them, etc. A RED SQUARE is where you'll find
- the enemy. If you are called to assist an area, you must go thare as
- soon as possible, PRIORITY ONE!! Once a course has been set, use your
- IMPULSE speed first, then your WARP drive. Failure to do so results in
- damage to your ship's engines. A good cruising speed is "Warp 8" or
- "Warp 9". Top speed of your craft is "Warp 12".
-
- Pause:
-
- The PAUSE button is on the right hand side of the screen and does
- just that, pause. This allows you to stretch, or go get a coffee, etc.
- Click on PAUSE again to resume play.
-
-
- Repairs & Maintenance:
-
- All repairs can be performed while the ship is in motion or
- stationary. All repairs consume ENERGY, and may have an effect upon
- your crew (fatigue). You can perform repairs on the HULL, WARP DRIVE,
- or IMPULSE DRIVE through selecting the area to be repaired and the
- amount of repair to be done. (maximum 100%) Then just click on the box
- representing the area you want to repair.
-
- Science & Computer:
-
- This is Mr Spock's workplace. From here you can receive expert data
- on planets, other space ships, the enemy, etc. With the SUGGESTION box,
- sometimes the best course of action can be initiated (by using the
- computer). STATUS tells you the condition of the ship, speed travelling
- is displayed (if travelling), course direction, etc.
-
- Using the TURBOLIFT button will take you to MAINSCREEN II
-
- On MAINSCREEN II you see a cut-away view of the Enterprise. The small
- windows down the extreme left hand side show the STATUS of each of the
- levels.
- The BRIDGE button will take you back to the bridge.
- The OFFICERS button takes you to your quarters where you can review
- the "present mission" or any "previous mission(s)" by STARDATE.
- You can be informed about your crew's attitude towards you, but watch
- yourself, as you could be fired for doing a poor job as Captain.
- The TRANSPORTER ROOM is where you can "beam-up" or "beam-down"
- materials, etc. This room needs ENERGY to operate. If not enough, then
- it won't work. If that's the case, then you'll have to take the shuttle
- or wait. STATUS indicates the ENERGY level of the unit. READY indicates
- "ready to operate". GREEN to DARK GREEN indicates the level of ENERGY
- in reserve. To select something, click on the button and a window
- appears. From here you can select what you want and then "click" on
- whether to "beam-up" or "beam-down".
- In the MEDICAL DEPT you can find out the general condition of all the
- crew as well as yourself. THe reduction of crew members, makes handling
- of the ship a problem. Watch your men and women! Dr.McCoy's box
- ("bones"), is on the right hand side and he always gives you good
- advice.
- ENGINEERING, click on this button to find out the condition of your
- SHIELDS, ENGINES, etc.
- CARGO BAY is where your items are kept. These items can be something
- you "beamed-up" from a planet, or fuel for the Enterprise. Click on the
- indicator to view the list and status of your cargo.
- The HANGAR is where the shuttles are kept. There are four shuttles to
- select from, but they must be READY in order for you to use them. READY
- for service is indicated by a GREEN rectangle. Shuttles are used to
- transport materials and or people to and from the Enterprise. The
- steering buttons in the shuttle allow for movement forward, left,
- right, and up or down. The object is to "fly-out" of the BAY and make a
- soft landing on the planet. A crash in the BAY renders the craft
- useless, and for the next mission, a new shuttle must be selected. Each
- shuttle can be adjusted for speed, gravity, and accelleration. These
- sensitivities may be adjusted with a "slider adjustment." Slide to the
- right for high sensitivity and to the left for low sensitivity.
- CREDITS is where you can control the frequency of events, and
- missions for the Enterprise. Sound may be turned off or you can even
- RESET the game to it's initial start-up point. You will also find some
- text in this area from the game's author TOBIAS RICHTER. Remember, this
- is a SHAREWARE game, so support the author.
- Thankyou...
-
-
- Here Are Some General Tips From TOBIAS RICHTER
-
- 1) When entering the orbit of a planet, keep the hair-line cross
- between the red circle and the planet. Failure to do so results in
- damage to the ship, and loss of your credibility.
- 2) When using the shuttle from the planet to the Enterprise, aim the
- shuttle correctly and the TRACTOR BEAM will pull you in. Aimed
- incorrectly and the landing atempt will be aborted.
- 3) With the transporters or shuttles out of service, you have two
- choices. Either wait for repairs or head for the closest SPACE DOCK.
- Here, all repairs are done immediately. Repairs are done quickly so
- that you may leave as soon as possible and continue on your mission(s).
- 4) When approached by the enemy, try bluffing. This action saves
- ENERGY, and boosts the moral of the crew.
- 5) Spock's advice may seem stupid, but don't worry, Vulcans NEVER lie!
- 6) Don't use WARP speed when in battle, not unless you're in real bad
- shape.
- 7) As you become more experienced, the more difficult the missions
- will be. THe pay-off here is, that your scores will be higher too.
-
- Good Luck, and keep on TREKKING!!!
-
- STAR TREK @ is brought to you through AMICOM SOFTWARE
- (Mike Kelly & Mike Primorac) & the BRAMPTON USER's GROUP
- (Daniel Berg & Peter McAvoy - BUG Amiga Librarians 1990)
-