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1995-04-22
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--- STAR TREK III ---
by Lance Micklus and David Simmons
Atari version by Mike Burton
Modifications and documentation by
Pat Lancaster [72637,225]
STAR TREK is a trademark of
Paramount Pictures Corporation
----------------------------------
If you have downloaded the
additional lines for the program,
follow this procedure:
1) With both programs SAVEd on the
same disk, go into BASIC and LOAD
the additional lines.
2) Next type: LIST"D:filename",
using the same filename you loaded
it with.
3) Type NEW to clear the memory,
then LOAD the Star Trek game.
4) Type ENTER"D:filename" to bring
in the additional lines. This will
take a few seconds.
5) You can either SAVE the entire
game again with the new lines, or
test it first to see if you like
it or not.
Most books on Atari computers
will give you more information
about the above procedures.
----------------------------------
Your mission is to wipe out all of
the Klingon ships, while finding
and orbiting Class M planets. Star
Fleet will notify you when your
mission is completed, after which
you'll return to Star Fleet HQ for
a mission analysis.
MAIN MENU DESCRIPTION
---------------------
0: STATUS
This will give you a readout of the
ship's current status, with
information such as energy,
stardate, etc. Pay careful
attention to the energy amount!
(More on this later)
1: DAMAGE CONTROL
A listing of ship functions and
their conditions will appear
onscreen. If something is damaged,
the damage level will appear--this
will decrease as time goes on,
until the function is operational.
2: SCIENCE COMPUTER
This is used to scan the objects in
the quadrant. Use this to find
Class M planets, as well as how
much energy enemy vessels have.
3: SHIP'S COMPUTER
This has several useful functions:
>DATA BASE SCAN will give
coordinates of Klingons, planets,
star bases, stars, and unexplored
areas. Coordinates will not be
given if you haven't explored the
area yet.
>LONG RANGE SCAN FROM DATA BASE
will give a long range scan from
any coordinate that you input.
>QUADRANT DETAILED DISPLAY will
give you information about a
particular quadrant that you input,
provided you have "seen" it with a
regular long range scan. If you
have explored a quadrant with a
Class M planet, this function will
tell you if the planet is explored
or unexplored.
>NO ACTION will return you to the
main menu.
4: LONG RANGE SENSORS
This will provide you with a
nine-square, 27-quadrant scan of
the surrounding area. The
"playfield" is an 8x8 grid, with
each square of the grid broken down
into three quadrants. At the top
you'll see the letters K,B,S, and
P--these stand for Klingons, Bases,
Stars, and Planets. Look underneath
these in the quadrants to see if
there's anything interesting. If
you see "1" under S, for example,
there is 1 star in that quadrant,
which has a specific coordinate.
The game starts from quadrant
7,7,2: 7 across, 7 down, quadrant
2. The first two digits of the
coordinates range from 0 to 7, and
the last digit from 0 to 2.
X - (0-7) across
Y - (0-7) down
Z - (0-2) quadrant in square X,Y
The X and Y values are displayed in
inverse video.
Coordinate numbers are displayed
along the top and right sides of
the screen, and your position is
always the center quadrant.
5: SHORT RANGE SENSORS
This will allow you to see the
stuff that's in the quadrant you
are in.
6: IMPULSE ENGINES
This is how you move about inside
the quadrant. When selected, this
function will first provide you
with a short range scan (if the
sensors are not damaged!). Next you
will be asked for a heading. The
heading ranges from 0 to 7, with
each number representing a
direction:
3 2 1
\|/
4-X-0 X=your current position
/|\
5 6 7
After selecting a heading, you will
be asked for a speed. The number
you enter will move you that many
squares. For example, if you input
"2" for the heading and "3" for the
speed, you will move UP 3 squares.
To explore (orbit) a planet or dock
with a star base, move into the
SAME square as the planet or base.
7: WARP DRIVE
This is how you move about the
galaxy. You must first enter a
destination quadrant, then a warp
factor (speed). As stated earlier,
the first two digits of the
coordinates can range from 0 to 7,
and the last digit from 0 to 2.
Enter what square of the 8x8 grid
you wish to go to and which
quadrant (x,y,z). To travel to
quadrant 4,3,1, simply enter
"4,3,1" for the destination prompt.
Warp factor is the speed, and your
energy and the stardate will change
according to how far and how fast
you travel. If you are about to
enter a Klingon-infested quadrant,
using a higher speed will kind of
surprise them, giving you an
advantage when the fighting begins.
For exploring, though, it's best to
use "1" for the warp factor.
8: PHASERS
This will allow you to fire your
phaser banks at the enemy. Chekov
will ask you for an energy
level--the number you enter will be
used for EACH Klingon! So if there
are 2 Klingons and you enter 200
for the phaser energy, a total of
400 energy units will be drained
from the ship. If the Klingons are
far away, more energy is needed to
reach them. The advantage of using
phasers is that the Klingons you
are firing at need not be directly
in the line of fire. You can get an
estimate of how much energy to use
by using the Science Computer to
find out how much each Klingon has.
Occasionally the phasers will miss,
and the computer may fire again to
try and hit the target(s).
9: PHOTON TORPEDOES
These will almost always destroy a
Klingon ship. You will be given a
short range scan (if possible) and
then be asked for DIRECTION. The
direction format is exactly the
same as the impulse engine
direction format. Therefore the
Klingon must be in the line of
fire--up, down, left, right, or any
of the four diagonal directions. Be
careful when using these; you will
be relieved of your command if you
hit a star, planet, or star base!!
And yes, it IS possible for the
torpedo to miss the target.
10: ALERT
This is to change the condition of
the ship: green, yellow, or red.
ALWAYS go into red alert before
entering a quadrant containing
Klingons! One hit while in green
alert will result in HEAVY damage.
Use green alert while exploring.
11: REPAIR
Choosing this will reduce the
damage level of damaged functions.
This is faster than waiting for the
function to "fix itself." You might
have to choose this more than once
if something is badly damaged.
12: SAVE/LOAD (not on menu)
This will take you to a save/load
screen. You can use a cassette
drive or disk drive to store the
present game conditions. This way
you don't have to start all over
again later if you can't finish a
game. If you have ENTERed the
additional lines, you will NOT be
able to save the game on cassette.
----------------------------------
A FEW HINTS ...
* To replenish (somewhat) your
energy and get more torpedoes, dock
at a star base. These can be found
using the ship's computer.
* Avoid entering a quadrant
containing any strange objects!
* Class M planets are usually
alone, so explore each quadrant
that has one planet. You get more
rating points for each M planet
explored.
* Warping blindly around the galaxy
not only drains energy, but also
could land you in a black hole! But
sometimes it's the only way to find
those boneheaded Klingons.
* Use photon torpedoes on Klingons
with high energy levels, but make
sure you are lined up properly.
* You don't have to get to the main
menu to enter commands. You can
enter commands from any screen; the
computer "remembers" when you do
this, and executes it when
possible.
* To exit the game, enter a number
GREATER than 12. To resume, type
GOTO 500.
The program should catch any errors
that might occur; you might have to
re-enter something if it wasn't
done correctly the first time. If
something goes wrong, however,
clear the screen and type "GOTO
500". This will take you back to
the main menu. If the problem
continues, try re-running the
program. If you have any questions,
please leave me a message with
E-Mail. Also leave any comments you
might have! If enough of us
Trekkies got together and
petitioned CompuServe, perhaps an
official STAR TREK forum could be
started!!! Would that be logi