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SOURCE: OFFICE OF THE COMMANDANT, STARFLEET ACADEMY
UNITED FEDERATION OF PLANETS
AUTHOR: ADMIRAL GREGORY EPLEY, COMMANDANT, STARFLEET ACADEMY
STARDATE: 42976.3 (OLD CALENDAR, PRESENT DAY, JUNE 1, 1991)
SUBJECT: LOW-LEVEL ACCESS GENERAL COMMUNIQUE
RE: OPERATIONS AND TECHNICAL MANUAL
RELEASE TWO UPGRADE
STAR TREK: THE NEXT GENERATION - TRIVIA CHALLENGE
CONTENTS: 1.1 INTRODUCTION
1.2 OVERVIEW
1.2.1 PROBLEMS...
1.2.2 WHAT'S NEW
2.1 PLAY SYSTEM (see NGTCR2IC.doc)
2.2 PREPARATION (see NGTCR2IC.doc)
2.3 INSTALLATION (see NGTCR2IC.doc)
2.4 CONFIGURATION (see NGTCR2IC.doc)
3.1 FILE AND OTHER ERRORS (see NGTCR2ET.doc)
3.2 KNOWN BUGS AND FIXES (see NGTCR2ET.doc)
4.1 LOADING THE GAME
4.1.1 LOADING OFF FLOPPIES
4.1.2 LOADING OFF HARD DISK
5.1 TITLE
6.1 COMPUTER TERMINAL AND INTERFACE
6.1.1 SCORING SYSTEM
6.1.2 ANSWERING QUESTIONS
6.1.3 KEYBOARD INPUT ROUTINE
6.1.4 EXAMINATION OPTIONS MENU
6.2 CREATING PRE-INITIALIZED GAMES
7.1 FINAL GAME COMMENTS
7.1.1 NGTC: THE NEXT GENERATION
7.1.2 RELEASE THREE
A.1 TECHNICAL INFORMATION
B.1 (future expansion)
C.1 CREDITS
D.1 DISCLAIMER
D.1.1 MODIFICATION CLAUSE
E.1 EDITORIAL
F.1 CONTACTS
1.1 INTRODUCTION
"Star Trek", "The Next Generation", and all related references are registered
trademarks or copyrights of Paramount Pictures Corporation. No infringement
is intended by this freely distributable release.
Read the information in this document to thoroughly familiarize yourself with
this game. Most of the information is new, and what is not, has often been
changed, if only slightly.
Due to changes in the game display size it is impractical to try to view this
document while running the game. For this reason you may wish to print a
hard copy for future reference.
The docs for Release Two were rather lengthy as a single file, so I changed
some headings, moved a few things around, and split the docs into 3 easily
managed files. Hopefully I can stick with this format throughout the
remainder of the NGTC Releases.
* Operations and Technical (NGTCR2OT.doc)
* Installation and Configuration (NGTCR2IC.doc)
* Errors and Related Technical (NGTCR2ET.doc)
Each of these documents has a copy of its related index at the top, so you
should not have any trouble finding what you need. Start with the Operations
and Technical docs and read the others as needed.
There are 5 supplementary files. The last 4 are related to, and described
in, the Installation and Configuration docs (NGTCR2IC.doc).
* Episode 30 Information (NGTCR2E30.doc)
* File Installation Indexes (NGTCPlay.idx and NGTCData.idx)
* Archive Index (NGTCArch.idx)
* Archive Test File (NGTCTEST.LZH)
Finally, everything else for Release Two is contained in 8 LhARC files,
NGTCR2A.LZH-NGTCR2H.LZH.
1.2 OVERVIEW
This is Release Two of STAR TREK: THE NEXT GENERATION - TRIVIA CHALLENGE, a
trivia game based on the syndicated television series "Star Trek: The Next
Generation" (ST:TNG).
Throughout the remainder of this document I will refer to NGTC2 as "Release
Two", and NGTC as "Release One." "NGTC" (Next Generation Trivia Challenge)
is the generic name for this game. "Release Two" and the Release Two logo
should not be confused with "Release 2" or the Release 2 logo applied to
software which only runs under the 2.0 release of the Amiga Operating System.
Release Two is both an upgrade and addition to Release One. The majority of
Release Two concerns the Season Two database for NGTC with questions covering
the Second Season of the series.
You MUST have Release One (available on FF #404 and #405) installed and
running properly before upgrading to Release Two. This reduces the size and
complexity of upgrades, since only new or changed files need to be included,
and it forces users to familiarize themselves with the game in a natural
progression.
A minimum of 1Meg of memory, 2 floppy drives or a hard drive, and audio
hookup are required.
Throughout the remainder of this document, I will assume you know how to use
the basic Amiga system. Such things as copying files, getting directories,
formatting disks, running programs from icons, opening disks and drawers,
etc., are covered in the manuals which came with your Amiga. Despite what
Commodore says or thinks this information should NOT have to be repeated in
the documentation for every program. I've been using the Amiga since its
introduction in 1985 and, even though I know pretty much everything about the
Amiga, I still keep my manuals nearby for reference.
1.2.1 PROBLEMS...
NGTC is a difficult and massive project to undertake alone. None of this
existed so everything had to be developed and worked out as much as possible
for the first release and future upgrades. It had to work on floppy or hard
drive systems. I had to try to address the needs of a wide range of user
experience levels with the Amiga, from the novice to the expert. Considering
the size and initial complexity of this undertaking, and based on recent user
comments, I feel I met these goals fairly well.
Some of you seem to be under the impression that I submitted these files to
several BBSs and commercial networks as well as Fred Fish - I did not. I
only submitted these files to Fred Fish, and I will continue to do so until
I am running my own BBS, which may or may not happen - but I will not submit
these files personally to any other source.
When you contact me about a problem, my first question usually is "where did
you get the files?"
If you get them from Fred Fish, 99% of the time I can solve any problem in
just a few minutes. It doesn't matter where you got them as long as they're
my original, unmodified, Fred Fish files.
If you get them anywhere else, I have no way of knowing if the files you have
are modified or un-modified (Fred Fish). In this case, all I ask is that you
try to be understanding, and don't expect or assume that I'll be able to
solve your problem.
If anyone modifies my original files in any way and distributes them through
another source, this creates a situation known as "circumstances beyond my
control." Modification alone is not the problem. It's the fact that the
person who changed the files doesn't tell anyone WHAT they changed or HOW to
reconstruct the original file (undo the changes).
In one instance, I discovered the Release One files were being distributed
over a BBS in a Disk Compressor format, rather than the LhARC format. Disk
compressors only work with floppy disks. I used LhARC because it worked with
floppy or hard disks. Disk compressors needlessly complicate hard drive
installation, requiring the user to decompress to floppies, then transfer
everything over to their hard drive. This is uncalled for. I don't have a
hard drive myself, but at least I have the common courtesy to consider those
who do.
No modification clause was included in the Release One Disclaimer because I
thought everyone had the good common sense to distribute my files properly,
and besides, I can't afford to "police" all the disk collections, BBSs, and
commercial networks in the world to enforce such a clause properly.
I know the Release One files were extremely large, and some of you split them
into smaller files for distribution on BBSs or commercial networks, so I am
partly to blame for that. But, I also remember, as a former Co-SysOp of a
BBS, that I took responsibility for end user support if I modified any files,
and I always provided some way for the end user to reconstruct the original
files. It's obvious to me that some of you didn't do that and there is no
excuse for it.
So, if you are currently distributing, or intend to distribute, my NGTC
files, please see the Disclaimer (Sections D.1 and D.1.2) first. If you
don't adhere to the guidelines I'll make your life a living hell, sending
users back to YOU to straighten out YOUR mess. You can like that or not, I
really don't care, because I didn't ask you to distribute my files, and if
you can't do it right then don't do it at all.
Effective Release Two and beyond, I will submit as many smaller archives as I
feel are necessary to simplify downloading from commercial networks or BBSs.
This should eliminate the need to make any changes to the archive file
structures.
Effective Release One and beyond, if documentation files must be archived
they MUST be kept together. They are supplied in their own drawer on the
original Fred Fish disk to facilitate this.
Effective Release One and beyond, existing or new files must adhere to the
guidelines given in Sections 1.2.1, D.1, and D.1.1; files Release Two beyond
must also adhere to a specific play structure for proper installation and
operation.
1.2.2 WHAT'S NEW
A few of the major changes:
* Distribution archives are broken into smaller segments.
* New Game Module runs under 1.2/1.3 and 2.0 operating systems independent
of processor speed or display type (NTSC or PAL).
* New Season Two Database (Trivia and Audio/Video Clue Files) plus a
revised Season One Database (Trivia File only).
* Revised Computer Terminal Interface
* New scoring system.
* Various documentation updates.
2.1 INSTALLATION
See the related document "NGTCR2IC.doc" for installation information.
2.2 CONFIGURATION
See the related document "NGTCR2IC.DOC" for configuration information.
3.1 FILE AND OTHER ERRORS
See the related document "NGTCR2ET.DOC" for error information.
3.2 KNOWN BUGS AND FIXES
See the related document "NGTCR2ET.DOC" for error information.
4.1 LOADING THE GAME
Boot your system as usual and refer to Section 4.1.1 for additional floppy
instructions or Section 4.1.2 for additional hard drive instructions.
4.1.1 LOADING OFF FLOPPIES
Put your PLAY disk, "NGTC.Play", in an extra drive (usually drive 1, DF1:).
Run the game by clicking on the ngtc.film icon. You should not encounter any
system requesters, assuming your Workbench disk is standard, and the game is
installed properly, which it should be if you're reading this.
Refer to Section 5.1 to continue.
4.1.2 LOADING OFF HARD DISK
Depending on where you have the game installed, you may need to open one or
more drawers to locate the ngtc.film icon. Run the game by clicking on the
ngtc.film icon. You should not encounter any system requesters, assuming
your Workbench is standard, and the game is installed properly, which it
should be if you're reading this.
5.1 TITLE
After a few seconds you should see a black display and shortly thereafter
a title screen. Database initialization is performed AFTER you start a new
game, not during title display, since more than one database is available in
Release Two. Global game initialization takes approximately 20 seconds
during title display.
6.1 COMPUTER TERMINAL AND INTERFACE
Read this section to familiarize yourself with slight changes in Computer
Terminal operation.
You should be looking at the Starfleet Command seal on the Computer Terminal.
Forget the Amiga for awhile, you're on the Enterprise now and you're using a
24th-century computer terminal (through an Amiga).
Note that the Computer Terminal is much wider now. You may need to adjust
your Preferences screen centering or your monitor's horizontal adjust to see
the display as intended. The display size change was necessary to fit all
the display information in with other display changes.
The following information on the Computer Terminal Interface is subject to
change. Pending the release of the ST:TNG Technical Manual, I have developed
my own terminology and designs based on material from the show.
The Release Two Terminal Interface uses "Panel" and "Button" elements to
select most functions from the Computer Terminal. Panel and Button elements
are selected with the mouse by clicking on the element with the LEFT mouse
button. Panel elements are selected with the keyboard by pressing the first
letter of the legend indicated within the Panel element. Button elements are
selected with the keyboard by pressing the key indicated within the Button
element.
Terminal Input is not constantly polled. If the TOUCH ToolType (see Section
2.2) is disabled the Amiga mouse pointer will appear when input is being
polled. If the TOUCH ToolType is enabled the mouse pointer will not appear
and you will have no indication of input polling.
You can buffer keyboard input but this is not recommended. Press the
indicated key alone, except with Alphabetic Panels or Buttons, in which case
you may optionally use the <SHIFT> or <CAPS LOCK> keys.
Terminal Input is "idiot-proofed" as much as possible to prevent invalid
selections. If you make a selection and nothing appears to happen, chances
are the selection is invalid.
Audio and visual feedback are provided for all selections. Audio feedback
usually consists of a short "beep." Visual feedback usually consists of a
color change. The default visual color-coding for Terminal Interface
elements are:
* BLUE (sky blue) Panels, Buttons, or Text, indicate a negative state.
* TAN Panels or Buttons indicate a positive state.
* TAN or WHITE Text indicate a positive state.
When it becomes necessary to draw your attention to more important Button
elements, all other Button elements will appear in a dimmed state of their
existing color, and Text associated with the Button will appear in the
negative state color. Dimmed elements cannot be selected, but the dimmed
state has nothing to do with this. Again, this is only used to draw your
attention to more important Button elements.
There are 3 Panels on the Computer Terminal display: REQUEST, OPT, and IMAGE.
See the Release One documentation if you do not know how these Panels are
used.
The REQUEST Panel highlights properly in Release Two. When any option is
selected from the EXAMINATION OPTIONS menu, this Panel assumes the negative
state until the EXAMINATION OPTIONS menu is re-displayed, when it assumes the
positive state again.
The EXAMINATION OPTIONS menu looks like this (by default):
EXAMINATION OPTIONS
( F1) START/RESUME EXAM
( F2) RESET EXAM DATA
( F3) DISPLAY TOP TEN ACADEMY APPLICANTS
( F4) APPLY TO TOP TEN LIST
( F5) LOAD STORED EXAM
( F6) SAVE CURRENT EXAM
( F7) SELECT DATABASES ( 1)
( ESC) EXIT ( 2)
( 3)
( 4)
( 5)
( 6)
Only 2 items on this menu are new or have changed since Release One. F7 is
used to select databases for playing; ESC is used to exit the game.
The Buttons 1-6 beside F7 show which databases are selected for playing, and
will appear in a dimmed state of their existing color.
We'll cover all the functions listed on the EXAMINATION OPTIONS menu in more
detail later. Right now, we need to start a game, look at scoring, and find
out how to answer questions.
Select F1 to start a game. Since this is a new game, which has not been
initialized, database initialization will start. Database initialization
takes an average of 30 seconds for each database selected. Ten WHITE dots
will appear one at a time, then change color to TAN, and finally all ten dots
will disappear one at a time, to indicate your system is working. When the
dots disappear, your rank, question status, and score will appear at the
bottom of the screen, and the first question will be shown.
6.1.1 SCORING SYSTEM
I wasn't very happy with the Release One scoring system. Everything I've
added in Release Two is what I wanted to do in Release One, but couldn't for
various reasons. This is also where user feedback comes into play. Only one
user ever commented on the scoring system, so I changed it based partly on
that and partly because it was what I wanted to do in Release One anyway. So
if you don't like any of this don't bother griping about it now - you had
your chance.
Release Two computes the number of questions per rank level exponentially.
Fewer questions are required on lower rank levels, but as you progress, more
questions are required to complete levels. Since they are irrelevant, I will
dispense with the details of how this is computed, except to say that the
formula adjusts to the number of databases selected as well as the number of
questions.
Point values for scoring and status information are the same as Release One.
However, scoring is slightly different if you miss enough questions to drop
a rank level. When you drop a rank level, you must answer enough questions
to complete that level again. You get no points for correct answers until
you reach the point where your rank dropped, but points are taken away for
any incorrect answers. Scoring was not handled this way in Release One, and
that was a flaw; it is not right to add points to make up for a mistake, but
points should be taken away for one. Maybe this seems a little harsh to you
but I think the Release Two scoring is far more accurate and representative
of a player's true trivia knowledge.
The 11 rank levels in the game in order, lowest to highest, which should have
been listed in the Release One documentation, are:
1...ENSIGN
2...LIEUTENANT, JUNIOR GRADE
3...LIEUTENANT
4...LIEUTENANT COMMANDER
5...COMMANDER
6...CAPTAIN
7...COMMODORE
8...REAR ADMIRAL
9...VICE ADMIRAL
10...ADMIRAL
11...ADMIRAL OF THE STAR FLEET
These ranks are subject to change. SOURCE: January 1989 issue of Enterprise
America newsletter, and the January 1981 issue of Marvel's STAR TREK comic
(with excerpts from the Starfleet Headquarters files).
Based on user feedback, the Game Module no longer exits to the system if your
score drops below zero. Instead, the Starfleet Command Seal appears as it
does upon first entering the game. As before, you MUST select the REQUEST
Panel to display the EXAMINATION OPTIONS menu.
6.1.2 ANSWERING QUESTIONS
Questions were answered in Release One by selecting an unlisted key or
clicking somewhere on the answer choice. Button elements are used to answer
questions in the Release Two Terminal Interface. See Section 6.1 for more
information on how to select Button elements.
If a question has an Audio or Video Clue, the Game Module will attempt to
load the Clue and act upon it. The Game Module looks for such files at
specific locations depending on your play setup (floppy or hard drive). If
the Game Module has a problem with the Clue File, a file warning requester
will appear. See Section 3.1.1 for more detail on this requester and how to
respond to it.
Once a Clue File has been loaded it will not be reloaded when you select the
IMAGE pad to review it, unless you select the REQUEST Panel, in which case
the process is repeated. Audio Clue Files were handled this way in Release
One, so Video Clue Files are also handled this way in Release Two.
When you select an answer, unselected answers will dim, and verification will
appear color-coded - TAN for CORRECT, negative state color for INCORRECT.
6.1.3 KEYBOARD INPUT ROUTINE
If you achieve the rank "Admiral of the Starfleet" and successfully complete
that level, OR, select options F4, F5, or F6 from the EXAMINATION OPTIONS
menu, you will be asked to input a name from the keyboard. This may be your
name or the name of an exam file.
You may input up to 20 characters. Use the <BACKSPACE> (or dark back arrow)
key to make corrections. Only use letters of the alphabet and/or numbers, or
the characters listed within these curly braces: {:;,."-_()!}. If you input
an invalid character nothing will happen or the letters "N/A" (Not Available)
will appear. If you enter any less than 20 characters, terminate input by
pressing <RETURN>. Input is automatically terminated (no chance to back out)
when you enter the 20th character. If you want to abort without any errors,
backspace to erase all input and press <RETURN>.
File name input: You may abort by entering the name of a file which you are
certain does not exist. Stick to the guidelines (see your Amiga manuals) for
valid filenames.
6.1.4 EXAMINATION OPTIONS MENU
Following is a description of each of the menu options, when they may and may
not be used, and what to do if you select an option and change your mind.
F1 - START EXAM
Use to start a game (a) after selecting databases or (b) after resetting exam
data. Use to resume a game (a) after loading a saved exam or (b) interrupted
after completing some action from the options menu.
This option is the same as Release One, except database initialization occurs
if F1, F2, or F5 have not been used previously, or if selected databases have
been changed since F1, F2, or F5 were used. This option is ALWAYS available.
F2 - RESET EXAM DATA
Use to shuffle the question numbers for selected databases and initialize the
score to starting level during game play. This option is the same as Release
One. This option is available if you have not changed selected databases
since F1 or F5 were used.
F3 - DISPLAY TOP TEN ACADEMY APPLICANTS
Use to display the Top Ten Academy Applicants list. This option is the same
as Release One, except the list now includes the selected databases for each
entry on the far right. This option is ALWAYS available.
F4 - APPLY TO TOP TEN LIST
Use to submit your current rank and score to Starfleet Academy for possible
inclusion in the Top Ten Academy Applicants list. This option is the same as
Release One, except if you change your mind after selecting this option,
press <RETURN> alone, or backspace to erase any entry and press <RETURN>; the
option will abort and display the EXAMINATION OPTIONS menu. This option is
not available until F1 or F5 have been used.
F5 - LOAD STORED EXAM
Use to load an exam stored with F6. This option is the same as Release One,
except if you change your mind after selecting this option, press <RETURN>
alone, or backspace to erase any entry and press <RETURN>; the option will
abort and display the EXAMINATION OPTIONS menu. This option is ALWAYS
available.
F6 - SAVE CURRENT EXAM
Use to save an exam for later recall with F5. This option is the same as
Release One, except if you change your mind after selecting this option,
press <RETURN> alone, or backspace to erase any entry and press <RETURN>; the
option will abort and display the EXAMINATION OPTIONS menu. This option is
not available until F1 or F5 have been used.
F7 - SELECT DATABASES
Use to select which databases you want to play.
This option is a toggle. When you select F7 the Main Menu will dim and the
Database Buttons will highlight. Select databases (as described below) and
lock in your selections by selecting F7 again. The Database Buttons will dim
and the Main Menu will highlight.
Each Database Button is also a toggle. Selected databases are shown in the
positive state (TAN). Un-selected databases are shown in the negative state
(BLUE). You MUST select at least one database or cannot play the game. The
Game Module "knows" when different databases have actually been selected, so
you can change them, change your mind, and not wait for initialization again.
ESC - EXIT
Use to exit the game. This option is the same as Release One, except your
system does not require restoring since no logical assignment names are used.
Only exit the game using this option.
6.2 CREATING PRE-INITIALIZED GAMES
You can create "pre-initialized" games to save yourself some time when you
want to play a game. Floppy drive players should use a separate disk for
these games to avoid filling up the PLAY disk. To create a "pre-initialized"
game:
1. Select the databases you want for the game (F7).
2. Start the game (F1), wait for initialization to finish and, when the
first question appears...
3. Select the REQUEST Pad to bring up the EXAMINATION OPTIONS menu and...
4. Save the game (F6) under a descriptive name, such as EXAM.125.A, where
the "125" denotes this game uses databases 1, 2, and 5, and the "A"
denotes this as the first in a series of such games using the same
databases, but with the questions mixed differently.
5. To generate more games using the same databases, reset the exam data
(F2) to shuffle the question numbers, then repeat steps 3-5 for each
game. To generate more games using different databases repeat steps
1-5 for each game.
To play a game, load the saved game (F5) and start (F1).
7.1 FINAL GAME COMMENTS
That concludes the basic operation of the game and display. If you find
that something has been omitted from this documentation or needs further
clarification I would appreciate your letting me know so the correction
can be included in future upgrades.
7.1.1 NGTC: THE NEXT GENERATION
Rumors are flying as to how many seasons remain for ST:TNG. There will be
exactly 100 episodes when Fourth Season ends, an optimal number for second
run syndication. Paramount "officially" first reported a maximum of 5
seasons, then a few weeks later, Paramount "officially" reported a maximum
of 6. Who knows what's going on in those heads?
Personally my guess is a maximum of five, unless the fans start one of those
letter writing campaigns when they get the final word, in which case we may
see 6. It would be fine with me if it ran about ten or twelve - 'course I
don't know WHERE I would store all those videotapes. However, I've taken the
optimistic view and assumed space for 6 in Release Two. Future Releases will
intelligently convert old Exam and High Score files with pertinent
information.
As far as other trivia games based on ST:TNG - these don't concern me. As
far as I'm concerned, mine was first, and always will be, and there's nothing
that can change that now. I did what I set out to do in September 1987, when
ST:TNG began, which was to produce some type of game based on the show. I
had hoped to market and make some money from the project (legally), but I've
had to accept the fact that this will likely never happen. I will continue
to work on NGTC as time permits until Paramount says "STOP." When (and if)
this happens, however, you can bet I'm going to fill them in on all the other
ST:TNG-related games out there. It's not fair for any of the rest of you to
be able to distribute your wares if I can't distribute mine.
7.1.2 RELEASE THREE
I expect to have Release Three out by February 1992, but don't hold me to
that. Several things I'm considering adding to the Release Three Game
Module:
1. User-selectable title colors for the ST:TNG logo and the credit text.
I'd like to offer users preset a choice of the preset colors Ruby,
Amber, Emerald, Turquoise, Sapphire, and Amethyst. These would most
likely be implemented as TOOLTYPE selections, such as:
LOGO=TURQUOISE
CREDIT=AMETHYST
2. A toggle for the Ship sound effect. This would be implemented through
the <TAB> key. Haven't heard any complaints about the "pingy" sound
but the thought has occurred to me that it might grate on some players
nerves. Also possibly affecting all other terminal sounds, but not
Audio Clues.
3. If I can afford to get some kind of video camera by then, I'm thinking
of an "About The Author" selection (F8) on the EXAMINATION OPTIONS
menu. You'll just have to wait to see the results...
Otherwise, the Release Three Game Module will contain any bug fixes I didn't
catch in testing, and perhaps some changes based on information from the
ST:TNG Technical Manual.
A.1 TECHNICAL INFORMATION
After reading this portion of the Release One documentation many months
later, I realized I may have come off sounding a bit "overconfident" or
"smug" regarding the data encryption issue, so I want to set the record
straight.
Each Trivia Database is composed of 2 files - a Keyfile and a Cryptfile. The
Keyfile contains data used to properly reference data in the Cryptfile. The
Cryptfile contains questions, answer choices, and additional information in a
proprietary encrypted format to prevent cheating.
It takes an average of 3 seconds to access the Keyfile, access the Cryptfile,
and decrypt the Cryptfile data before a question is displayed. The same
routine in AmigaBASIC averages about 8 seconds, so count your blessings the
Director is faster.
Based on permutations, the "odds" of breaking the encryption scheme, posted
in the Release One documentation, are correct. However, I do not by any
means consider it unbreakable, even by an amateur. The primary reason for
encrypting the databases is to eliminate the temptation to cheat. The side
effect is this tempts some people to try to break the encryption code, which
is fine with me. Again, I didn't encrypt the data to pose some sort of
"ultimate challenge" to hackers, but to lessen the temptation to cheat.
Since Release Two contains an updated Season One database, and a new Season
Two database, the code table has been rotated to a new position, and each
database also has its own unique key.
Knowing how malicious some people can be, I should also state that none of
the original audio or video clue data files contain pornographic or obscene
material. I have only used material which has appeared in the series. If
you encounter something suspicious I would appreciate your contacting me
immediately (see Section F.1). I expect some of the material in the Trivia
Databases to offend some people, but for the most part, I've tried to
maintain a "family" game.
All Trivia Database Files must pass through a proprietary 4-step proofreader.
All NGTC Data File formats are proprietary as of Release Two. The Exam and
High Score files are "binary-oriented" now, meaning they are not in a human-
readable form, a change from their ASCII readable format in Release One.
Attempts to change any of the NGTC files may result in corrupt files.
The Release Two Game Module uses the AmigaDOS "Sort" command to shuffle
question numbers, reducing database initialization time by 60% or more. This
is perhaps a little more awkward than using an internal sort routine, but
sometimes speed is more important than convenience. Consider these database
initialization statistics for 6 seasons of data: 7-11 minutes using the
fastest Director-built sort routine, approximately 3 minutes using AmigaDOS
"Sort".
All NGTC IFF files are stripped of unnecessary chunks to further reduce their
size. Some "stupid" IFF handlers, such as Deluxe Paint III, may not be able
to read these files. Personally, I think it's pathetic that Deluxe Paint
III from Electronic Arts - the very people who established the IFF format,
and the very people who made such a big issue of other vendors' "stupid"
IFF handlers - cannot handle "core" IFF files. Kinda like the pot calling
the kettle black, wouldn't you say?
All NGTC Video Clue Files are color-processed to further reduce their size.
Color palettes (registers 5-16) are sorted based on color frequency using a
custom Director-built utility, since I don't know of any commercial program
that lets you set a range for such sorts.
A header is added to all files written by this and all future Game Modules so
all old or incompatible files can be intelligently ignored or converted.
The PAL display is the NTSC display on a larger screen. Adding a larger PAL
display would needlessly complicate the terminal interface in this case, and
would not add anything to the game.
I am making a public version of the Director script for the NGTC Game Module
available for study to select persons interested in utilizing The Director
Version 2. This script lacks proprietary sections and therefore cannot be
compiled to produce a working copy of the Game Module.
B.1 (future expansion)
C.1 CREDITS
Presentation and sequencing for the Game Module created with The Director
Version 2 from The Right Answers Group.
This game was tested and found to work as described on a 3Meg Amiga 2000
(68000), 2 3.5" floppy drives, 1/2Meg Agnus, under both the 1.2 and 2.0
operating systems. Display elements were scaled to my 12" SONY CPD-1201
RGB monitor.
The majority of information in the Season One and Two databases came from the
first 3 seasons of the series.
Source data for questions, answers, and related Video and Audio clues, as
well as models for additional graphics and sound effects, were obtained from
my personal collection of videotaped series episodes.
Spelling information was obtained from Pocket Books ST:TNG novel series and
related official sources. I no longer consider Enterprise America a reliable
source of information.
Video clues were digitized in 352 x 240 HAM with Digi-View 4.0 from NewTek,
and reduced to 16 colors.
Audio clues and sound effects were digitized with Perfect Sound from
MicroSearch, Inc.
Mattes for the game icon, titles, Computer Terminal display, and Starfleet
Command seal were digitized with Digi-View 4.0 from NewTek and the Electronic
Color Splitter from MicroSearch, Inc. The final hand-corrected/hand-drawn
images were created from these lo-res mattes with Deluxe Paint III from
Electronic Arts.
The Game Module icon was created with ZapIcon, IconMerge, and FixIcon.
The Computer Terminal interface was based on footage from various existing
episodes, pending technical information from the ST:TNG Technical Manual.
The new Starfleet Command seal was based on footage from the Second Season
episode "Contagion." The new game icon was based on composites from various
scenes.
The Computer Terminal font was created using FontEd from the Amiga Extras
disk. The Amiga version of this font is my own work and I would appreciate
credit if anyone else uses it for something.
D.1 DISCLAIMER
NEXT GENERATION TRIVIA CHALLENGE (NGTC) is a freely distributable release.
Star Trek: The Next Generation, all characters, concepts, and audio/video
segments referred to in this release are registered trademarks or copyrights
of Paramount Pictures Corporation. No infringement is intended towards
Paramount Pictures Corporation by this freely distributable release which is
distributed without license from Paramount Pictures Corporation. This
release may not be sold for profit by any parties under any conditions. No
fees or payments are specifically requested or denied by Second Sight or the
author(s) of this release. Any fees or payments received by Second Sight or
the author(s) of this release without specific request, which shall be all
fees or payments, shall be considered donations without any legal or moral
liabilities or obligations pertaining to their acceptance. In no event shall
Second Sight or the author(s) of this release be held liable for any illegal
distribution or use of this release by other parties. At the written and
signed request of Paramount Pictures Corporation , Second Sight or the
author(s) of this release will terminate distribution of this release at the
original source(s) of distribution, which shall be Second Sight, or the
author(s) of this release, or the Fred Fish Freely Distributable Library for
the Commodore-Amiga. All other sources of distribution are exempt from such
termination as they are outside the boundaries of reasonable control of
Second Sight and the author(s) of this release.
D.1.2 MODIFICATION CLAUSE
Effective June 1, 1991, for existing and new Release One files and beyond, no
modifications may be made to any of the archive or non-archive files relating
to NGTC, with the following possible exceptions:
D.1.2a Any modifications outlined in any original NGTC documentation
pertaining to specified releases.
D.1.2b Archiving non-archived files for other distribution sources.
D.1.2c Renaming archive or non-archive files for other distribution
sources.
D.1.2d Splitting archives for other distribution sources.
In any of the above cases of exception, the person(s) submitting such files
must provide some additional support to the end user to reconstruct such
files such that they produce an equivalent facsimile of the original files
distributed by Fred Fish, or cease further distribution of any NGTC files.
E.1 EDITORIAL
There has been no contact with anyone associated with Star Trek: The Next
Generation or Paramount Pictures Corporation since the dates given in the
Release One documentation.
Effective December 31, 1990 I began work on Release Two for possible release
by June 1, 1991. Based on the date I received the necessary Director upgrade
for the new game module, the official start date for Release Two is February
1991.
F.1 CONTACTS
The address and telephone number to contact for this release:
Second Sight
306 Arbor Drive
Lexington, NC 27292 (USA)
ATTN: Gregory Epley
(704) 249-1331
Callers, please ask to speak to "Greg." Please call between the hours of
10AM-6PM EST, or alternatively from 7PM-10PM EST. Please pay attention to
the time zones!!! If you care for me to know, SLOW DOWN when you announce
yourself. I'm very bad with names, especially over the phone, and especially
when you ram through it at warp speed. If you should encounter an answering
machine please let me know if I can call you back collect. I will not return
your call at my expense.
Writers, please enclose a SASE if you want to guarantee a reply. I am not
obligated to reply if a SASE is not included.
If you see something incorrect or missing in the Databases or find other bugs
please let me know so I can fix them. I can't fix the problem if I don't
know about it. Comments...if you like the game...constructive criticisms...
if you don't like something...
September 8, 1966: Happy 25th Anniversary STAR TREK!
Enjoy the game and remember:
"It is possible to commit no mistakes and still lose. That is not a
weakness...that is life."
--- Captain Jean-Luc Picard,
"Peak Performance"
SINCERELY,
ADMIRAL GREGORY EPLEY
COMMANDANT, STARFLEET ACADEMY