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- ╔═══════════════════════════════════════════════════════════════════════════╗
- ║ ║
- ║ EGA TREK ║
- ║ Version 2.0 May 9, 1989 ║
- ║ ║
- ║ Nels Anderson ║
- ║ 92 Bishop Drive ║
- ║ Framingham, MA 01701 ║
- ║ ║
- ╚═══════════════════════════════════════════════════════════════════════════╝
-
-
- Star Trek 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
- 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.
-
- This game requires a PCompatible with an EGA card/monitor. There seems to
- be a real shortage of games that take advantage of the full EGA capabilities
- (640x350, 16 colors). This is my second EGA game; the first one, known as
- "Mah Jongg" has been out since mid-1987 and has received a gratifying
- response. (If you don't have "Mah Jongg" and would like a copy, I'll be
- happy to mail one in exchange for the $10 registration fee.) If you're
- still running an older display adapter that doesn't support EGA I'm afraid
- you're out of luck running this particular game. I'm sure you can find a
- version that supports your system though.
-
- SHAREWARE
-
- EGA TREK 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 BBS's and to user groups. Companies that provide software
- duplication services may include EGA TREK in their catalog and provide
- copies for a reasonable duplication fee. All copies must include the
- files "trek.exe", "trek.doc", and "trek.ref". 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 concept you are encouraged to make a donation to the
- author for any program that you continue to use. For a donation of $10
- or more I'll send you a copy of the latest version of the game and answer
- any questions you might have. I will also try to answer questions from
- non-registered users if they include a self-addressed stamped envelope
- with which to reply.
-
- 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 in this version of the game
- came about as suggestions from users of v1.0.
-
- When registering, or writing for any reason, please include the following:
-
- * EGA Trek revision and registration numbers (from title screen)
- * where you obtained your copy from
- * a discription of your system
- * your full name and address
-
- If you have any suggestions or discover any problems with the program you
- can reach me via the )(evious BBS system (300/1200/2400/9600-HST, 8N1) at
- 508-875-3618 or 617-449-7322. 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.
-
- If you're connected to one of the minicomputer nets (InterNet, uucp...)
- you can try reaching me at one of these addresses:
-
- ima!primerd!en-m32.prime.com!nja
- uunet!en-m32.prime.com!nja
- csnet-relay!en-m32.prime.com!nja
- nja%en-m32.prime.com@relay.cs.net
- nja@en-m32.prime.com
-
-
- CHANGES SINCE V1.0:
-
- o Klingons are generally tougher
- o New Klingon ship types
- o Klingons have some other new abilities
- o MINE and LOAD commands replaced by LAND and USE
- o Additional random occurances
- o FIX command enhanced to allow fixing specific devices
- o Games can be saved by file name
- o Top scores 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 Phaser 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 Klingon phasers shown on short range scanner
- o Black holes
- o Enemy ships can be scanned using INFO command
- o Death Ray weapon
-
-
- ╔═══════════════════════════════════════════════════════════════════════════╗
- ║ BRIEFING ║
- ╚═══════════════════════════════════════════════════════════════════════════╝
-
-
- The Organian Peace Treaty of 3199.5 has collapsed and the Federation
- is now at war with the Klingon Empire. As a result, a Klingon invasion
- fleet is now present in parts of Federation territory. A large number
- of Klingon cruisers, a few command vessels and a Klingon starbase have
- been observed. The Romulan Star Empire has joined the hostilities though
- their presence is rather limited. It is possible that you will run into
- their ships when near Romulan territory, though their actions in response
- to your contact are unpredictable.
-
- You will be in command of the Constitution Class Heavy Cruiser U.S.S.
- ENTERPRISE, naval construction contract number NCC-1701. It is fully
- battle ready and contains 430 officers and crew members.
-
- Your mission as commander of the Enterprise is to secure a 64 quadrant
- section of the galaxy. You will have to destroy any Klingon vessels you
- find, including normal Klingon 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.
-
- The Enterprise has a cruising speed of up to warp factor 6, and can manage
- 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 Matter/Anti-Matter Converter (M/A-M). The
- energy conversion system is normally adequate to supply all needed power
- for many years of operation. However, war with the Klingons is hardly
- normal operations. Because the ship is moving more often than normal and
- using a great deal of energy to fire phasers and provide shielding you will
- most likely be using energy faster than you can regenerate it. The M/A-M
- 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, Klingon
- ships of which there are several types. Standard Klingon 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 these may be called up at any time. Damage to the
- scanners will affect their performance of course. A small amount of damage
- will prevent them from seeing smaller objects (including, unfortunately,
- Klingons) but they may still be able to see stars. If damage becomes too
- severe they will fail to work at all.
-
- 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 object is closest to the 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.
-
- A heavy cruiser has two major weapons available, photon torpedos (PhoTorps)
- and phasers. Torpedos are very effective at close range, with a single
- torpedo being capable of destroying a standard Klingon ship. However,
- you are limited in the number of torpedos 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.
-
- Phasers are your general purpose weapon. The damage phasers do is highly
- influenced by distance to the target. There are two gauges that monitor
- phaser performance. You should watch the phaser temperature gauge when
- firing to prevent overheating. The phaser effectiveness gauge shows how
- well the phasers are working. Phaser 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 Enterprise was originally used for exploration and is well suited
- for this purpose. Obviously, with the Federation under attack there is
- no time for normal exploration at the present. However, there are
- planets in the galaxy that may contain the dilithium crystals used to
- power the ship and it is worth exploring these planets for emergency
- crystal supplies. Note, though, that Federation regulations prohibit
- the use of raw dilithium except in extreme emergencies; your shields
- must be under 50% and main energy under 20%.
-
- There are several types of Federation 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 photon torpedos. 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:
-
- M/A-M Converter: The Matter/Anti-Matter 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.
- Phasers: Phaser 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 phaser energy, 100%
- working phasers will do twice the damage of 50% working phasers.
- PhoTorp Tubes: Like impulse engines, photorp tubes either work or
- they don't. At 100% there are three function 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. Charts cannot be viewed unless the
- computer is 100%.
- 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.
-
- ╔═══════════════════════════════════════════════════════════════════════════╗
- ║ COMMANDS ║
- ╚═══════════════════════════════════════════════════════════════════════════╝
-
-
- To start the game, enter "trek" from the DOS prompt. If you do not want
- sound during the game, enter "trek -n".
-
- The following is a list of commands and their description. Most commands
- can be abbreviated to just their first letter. Use the "HELP" command 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.
-
- CHART:
- This chart contains the computer record of all previous scans. It
- is identical to the long range scan display, except that the entire
- galaxy is shown instead of only the adjacent quadrants. Quadrants
- whose contents are not yet known are displayed as dots.
-
- 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 phasers.
-
- 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 amoung
- 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 amoung 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 facitilies to speed repairs.
-
- Relative repair speeds are as follows:
-
- 1x Normal repairs, work evenly divided amoung 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.
-
- LAND:
- If you are orbitting 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.
-
- LONG:
- This command does a long range scan. The resulting display shows
- nine quadrants centered around the one your ship is currently in.
- The display is numerical; the three digit number for each quadrant
- represents the number of Klingons, type of Federation base, and
- number of stars (respectively) that the scanners have found.
- Quadrants containing Klingons 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.
-
- 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 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 to manual.
-
- 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.
-
- 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
-
- ORBIT:
- Use this command to enter a standard orbit around a planet. This
- will allow the planet to be scanned for the presence of dilithium
- crystals.
-
- PHASERS:
- Use this command to fire the phaser banks. The phaser 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.
-
- SELF:
- If the situation becomes hopeless, use this command to self-
- destruct. With any luck, you will at least take a few Klingons
- along with you.
-
- SHUP:
- This command raises the shields. Engineering will acknowledge
- when the shields are up, and the image of the 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.
-
- TORPEDO:
- You have three torpedo tubes available. The torpedo control
- officer will request instructions on the number of torpedos
- to fire and the sectors to fire them at.
-
- USE:
- Any miscellaneous objects that you find during the game, such as
- dilithium 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 get a harmless looking MS-DOS
- screen. (If you *are* the boss, you didn't see this command;
- it's hidden by a Romulan cloaking device.) When he's gone,
- hit any key to get back.
-
- ╔═══════════════════════════════════════════════════════════════════════════╗
- ║ FUNCTION KEYS ║
- ╚═══════════════════════════════════════════════════════════════════════════╝
-
-
- Some of the more commonly used commands have been bound to the function
- keys. Use the following chart as a reference:
-
-
- ┌─F1──────┬─F2──────┐
- │ │ │
- │ Help │ Phasers │
- │ │ │
- │ │ │
- ├─F3──────┼─F4──────┤
- │ │ │
- │ Fire │ Move │
- │ Torpedo │ Ship │
- │ │ │
- ├─F5──────┼─F6──────┤
- │ │ │
- │ Long │ Galaxy │
- │ Scan │ Chart │
- │ │ │
- ├─F7──────┼─F8──────┤
- │ │ │
- │ Xfer │ Repair │
- │ Energy │ Status │
- │ │ │
- ├─F9──────┼─F10─────┤
- │ │ │
- │ Set │ Dock │
- │ Speed │ │
- │ │ │
- └─────────┴─────────┘
-
- ╔═══════════════════════════════════════════════════════════════════════════╗
- ║ LIVE LONG AND PROSPER! ║
- ╚═══════════════════════════════════════════════════════════════════════════╝
-
-