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MS-TREK 1.0
Introduction
This is, by far, the best STARTREK adventure game available today.
It should run on all MS-DOS computers (including, of course, the IBM-
PC). Have fun!!
Registration
If you find this program useful, please send $15.00 to:
MapleLeaf Software
P.O. Box 461
Kenilworth, N.J. 07033
Those who register will receive a brand new murder mystery adventure
game, styled like Infocom's Deadline. This game runs on all MS-DOS
computers and will be supplied on an IBM-PC format disk. The quality
of this game is comparable to MS-TREK.
Also, registrants will receive notice of MS-TREK 2.0 and will have the
right to upgrade for the price of $10.00. MS-TREK 2.0 is intended as
a commercial undertaking and will include improvements such as:
-Fleet action. You will be able to control several starships
at once.
-Expanded Planet adventures.
Instructions
GOALS OF THE GAME
----- -- --- ----
The object of this STAR TREK game is the same as in many others:
try to do unto them before they do unto you! However, "winning" this
game is a little different from some of the others. Disabling enemy
ships builds points towards a win, with the number of points awarded
in each case dependent on the ah..."hardiness" of the opponent. If
one spends all one's time destroying the weaker enemy ships, it
could take several such to win, and at the higher difficulty
levels (oh yes, we have those), it may not suffice. As an extra
added attraction, the point goal and current score is never
displayed, so winning can come somewhat unexpectedly. For those
who can't stand the suspense, there is an alternative (whew!):
find the * SECRET ENEMY BASE * and destroy it, at which point all
remaining enemy ships will wander away sheepishly and concede the
game. However, it may prove difficult to find or recognize the enemy
base, not to mention destroy it!
FURTHER DIFFERENCES FROM OTHER TREK GAMES
------- ----------- ---- ----- ---- -----
In most of the early Star Trek games there is a "universe"
divided neatly into "quadrants" with a randomly generated number of
ememy ships in each one which stays constant once the game is begun.
One simply looks at a galaxy map of the "quadrants" (or whatever) and
chooses which one to enter next. (Empty quadrants are, for the most
part, fairly boring.) Once inside, the good ship Enterprise confronts
the dastardly Klingons and either emerges victorious or has to return
for a second round after obtaining sustenance from a nearby starbase.
Surprise!! In this version, we have no quadrants, just empty space
without nice boundaries. Furthermore, there is no galaxy map. One
has no notion of where the enemy are in the beginning, and after
finding them, there is no guarantee that they will stay politely in
one place (or one scan area) for very long. (Afterall, star ships can
move along at a pretty good pace when they want to...) As a result of
this philosophy, the scan maps in this game will always show the
Enterprise in the center of the grid (just like radar). To make life
interesting, the scans may not always provide accurate or helpful
information about certain enemy ships.
A major difference between this game and several others is the
manner in which commands are entered to move the ship from place
to place. Suffice it to say that the author in playing many
other versions of TREK became somewhat frustrated in spending the
time necessary to compute correct angles of trajectory (or even to
have the ship's onboard computers do so). In this TREK, there are
no angles to compute. Instead, there are vectors, which means that
Captains simply have to enter a vertical and a horizontal
displacement. The lengths of the vectors are easily determined,
even for the most brain weary of commanders trying to play the game
at three in the morning (like myself). The same method spills over
into calculating the destinations for those nice torpedoes, which
is comforting if one is somewhat clumsy in using them around
starbases. (Starfleet command can only lose a few bases due to their
Captains' problems with aim before they get notably upset.)
Oh, I almost forgot to mention that the enemy ships in this
particular version are not satisfied with pounding on the poor
Enterprise for their entertainment. In fact, since we are dealing
with rather large distances in space, a majority of the enemy at any
one point in time are nowhere near the Enterprise. Consequently,
they need something else to do. Captains should not be suprised if
they are called upon to help a starbase in trouble.
COMMAND ENTRY
------- -----
There are 12 commands, each of which is expected to be a single
character input at the number sign (#) prompt. This means that there
is no need for, and there never should be, a RETURN keypress at the
end of the input. A list of the commands follow, with the parentheses
indicating that the first letter, only, is to be typed:
(S)can
(D)eflectors
(C)omputers
(I)mpulse
(W)arp
(P)hasers
(T)orps
(F)ix
(B)eam down
(L)aunch/(L)and shuttle
(H)elp with commands
(E)nd the game (with save option)
After entering the initial command, one of several options is
usually expected. In all cases the choice of option is to be followed
by a RETURN. If one of the 12 main commands is entered by mistake,
one can usually cancel it and get back to the # prompt by hitting the
RETURN key by itself on the line. The exceptions are the Impulse and
Warp commands which can both be cancelled by entering: 0,0. Upper or
lower case is accepted in most instances, except for the options
within the Fix command. Hitting the RETURN key at the # prompt
will yield a short list of the 12 one letter commands. For all
commands expecting a subsequent character option, hitting a wrong
key will simply result in a list of the available choices. Entering
weird numbers for those commands expecting a numeric input could
result in serious consequences for the Enterprise and her crew. So be
careful!!
Of the 12 commands listed above, three never result in a "turn
being taken", so one need not worry about getting plastered while
gathering simple statistics or whatever. These are the Scan,
Deflectors, and Computer commands. One other, the Fix command, can be
used with impunity only while docked at a starbase and in certain
other locations. See the Fix command for more details. All other
commands give the enemy at least one stardate to get even.
INDIVIDUAL COMMAND EXPLANATIONS
---------- ------- ------------
--> (S)can
Options: (S)hort
(I)ntermediate
(L)ong
(R)omulans
The SCAN command is used a great deal for obvious reasons. It
provides information about surrounding areas of space (or rather,
objects therein) so that commanders can decide whether to approach,
stay put, or to run away!! The SHORT and INTERMEDIATE scan options
will result in the typical square grid of dots hereafter designated as
"sectors". As already mentioned above, the Enterprise is always in
the center of the grid. Movement in space by the ship, followed by a
subsequent SHORT or INTERMEDIATE range scan will result in a different
orientation for surrounding objects, if any are in range. Some
objects may consequently move into or out of range.
The Enterprise, enemy ships, bases, and other objects are
depicted by letters that will become obvious to the player. The
difference between the SHORT and INTERMEDIATE scans is simply the size
of the grid. There is no difference in scale. The important thing to
note is that the effective range of weapons is within the INTERMEDIATE
scan area. The short range scan was included as a convenience to
minimize the time for displaying the grid when objects are known to be
at a short distance (a major factor for slow terminals).
The LONG range scan option provides information about the area of
space roughly within a 30 sector radius of the ship. However, a LONG
range scan will NOT be able to identify WHAT is out there, only the
object's position vis-a-vis the Enterprise and its approximate
distance. The results of a LONG range scan is expressed in terms of
sectors relative to the Enterprise. Therefore, a LONG range scan can
be very useful for determining:
-Torpedo firing vectors.
-Impulse commands to direct ship to bases, planets, etc.
-Shuttle ship maneuvering.
The LONG range scan reports all objects, not just enemy ships
that are in the area. (There are numerous Starfleet tales about
novice Captains very carefully stalking an "unknown" only to discover
that they had been sneaking up on one of their own bases.) HINT:
Taking successive LONG range scans after moving very short distances
can often indicate whether or not the object of interest is a
stationary body. An enemy ship will often be moving or disappear from
the scan display altogether. (The latter is not a bug. The ship has
probably engaged its warp drive... probably....)
The last scan option, the scan for ROMULANS is a special request
that Mr. Spock try to "sense" if there are any nearby. The reason for
this is that the devious Romulans have a cloaking device that renders
all of the Enterprise scanners useless. (That is why the extra
"probably" in the paragraph above.) Romulans do not necessarily have
to stay cloaked. In fact they tend to become "uncloaked" at the most
inopportune times. The SCAN for Romulans command ignores those that
are clearly visible by standard scanning means and is only designed
for those that are currently in a CLOAKED condition. Spock, however,
cannot provide their exact position. (This does not mean that one
cannot discover where a cloaked Romulan is by other methods. It is
necessary to be very close.)
--> (D)eflectors
Options: an integer value up to 2000 or
hitting the RETURN key for a report
The DEFLECTORS command is used for two purposes: first, to put
energy in the shields and second, to obtain a report on energy levels
both in the shields and in the general energy reserves. HINT: The
shields at the start of the game have ZERO energy!! Do not forget to
put them up before blindly wandering into unknown territory. (It is
possible in the higher difficulty games to lose in one move... I have
done it!!) To continue, the ship's energy is used for moving, for
firing the phasers, and for the deflectors. Putting a certain amount
of energy in the deflectors at the beginning of the game subtracts
that amount from the general energy pool. To return some energy to
the general pool, simply hit the D key and enter a value that is
smaller than the existing shield level. The amount entered will
become the new shield level and the difference will automatically be
added back into the general supply. To get a report of existing energy
levels, hit the D key followed by a RETURN. The display will show the
deflector energy followed by the general "quarks available" value.
There is no shield leakage, so it is usually wise to keep the
deflectors at their maximum 2000 level. When the Enterprise is hit
by enemy weapons, a certain amount of energy, depending on several
factors, is lost from the deflectors. The main factors are distance
from the enemy ships and the game difficulty level. There is no
damage to the ship until the cumulative hits exceed the energy value
in the deflectors. At that point, damage can occur to one or more of
the ship's devices. It is possible under battle conditions to
repeatedly add more energy to the deflectors, but this will eventually
result in there not being enough "gasoline" to engage the warp engines
in order to get back to a starbase. Time and experience is required
to gage how long it is expedient to remain in a battle. Sometimes
just one more good strike might suffice to destroy an enemy ship, and
the risk in staying for one more move is worth it. On the other hand,
that one more move can have equally disastrous effects on the
Enterprise or her energy levels. The worst situation is when the
deflectors, themselves, become one of the items damaged. Then there
is really no choice but to limp away to some safe place for repairs.
In addition, the energy reserves of the starbases are also used
in their defense. If the Enterprise does not respond in a timely
fashion to a cry for help, it is possible to return to a starbase that
is in little better condition than the Enterprise, herself.
--> (C)omputers
Options: (W)here
(D)amage
(B)ases
(T)orps left
The COMPUTERS command provides further information that can be
usesful during play. This is the last of the commands which under all
circumstances does not utilize a turn. Most of the options are self-
explanatory.
The WHERE option yeilds the coordinates of the Enterprise in
space. Although these are also provided as part of the SCAN command,
the WHERE option can be used to get a quick check on one's position
for the purpose of calculating the next movement or whatever. The
WHERE option takes significantly less time than a full SCAN.
Sometimes the WHERE option of the COMPUTERS command is ALL one has
available if the SCANNERS have been knocked out! It is possible to
get back to a base or even hit an enemy ship with the COMPUTERS, but
not the SCANNERS, operational. (For more information about the
coordinate system, see the IMPULSE command, below.)
The DAMAGE option gives a report of all damaged devices on the
ship and the extent of the damage in terms of a UNIT count for each
device. The number of units of damage translates into a certain amount
of time required to fix the device (usually). This is further
explained in the FIX command.
The BASES option of the COMPUTERS command simply displays the
coordinates of all friendly Starfleet bases using the same notation as
in the WHERE option. The only difference is that starbases are
stationary. The game will always begin with three bases, but each
will have a randomly generated amount of energy and torpedoes. As was
mentioned earlier, bases can come under enemy attack just like the
Enterprise. However, bases, having no maneuverability, are very poor
at the offensive and rely primarily on strong shields. Using the
shields depletes energy that could otherwise go to the Enterprise
later in the game. Therefore, ignoring pleas for help from a base can
be damaging unless there is good reason. Sometimes, however, the
enemy will attack a base as a diversion. The Enterprise can arrive to
find that all enemy ships have quickly left the area. (HINT: It is a
good idea to write down the BASE coordinates. If it is vital to get
back to a base and the computers are down, it could prove difficult.)
The TORPS option yeilds a report of the number of torpedoes the
Enterpise has left. The maximum number the ship can carry is 15.
-->(I)mpulse
Options: vertical displacement,horizontal displacement
(integer values)
The IMPULSE command is for moving the ship relatively short
distances in space. To be more precise, this usually means a change
in position to one of the other "sectors" or dots seen within a short
or intermediate range scan. The total game area consists of 18,225
such sectors arranged in a 135 X 135 matrix. The matrix should be
conceptualized as a two dimensional integer array like in many
programming languages. The elements of the matrix are numbered
starting at (1,1) in the upper left-hand corner. The first value "I"
in any (I,J)'th location represents the vertical postion in the matrix
and the second value "J" represents the horizontal position. The
WHERE and BASES options display the Enterprise or starbase locations
as absolute positions within the matrix, such as postion 10,125. (This
would be in the upper right-hand area of the matrix.) To use the
IMPULSE command, however, one enters two integer values separated by a
comma which when added to the Enterprise's current position
coordinates would yield the correct new ones.
To reiterate, one does not use absolute sector coordinates with
the IMPULSE command, but rather, the appropriate displacement vectors.
It will take a while to get used to this system, but it will soon
become very easy. All one has to do is to count the number of dots in
the short or intermediate scans, from the Enterprise to the location
one wants to move, first in the vertical and then in the horizontal
directions, keeping track of the correct sign. Below is an example of
a short range scan with some arbitrarily chosen locations for the
Enterprise to move, depicted by the numbers 1 to 4. The number 4
position shows the minimum movement necessary to dock at the starbase
in this particular situation. On the right are the appropriate values
to enter after initiating the IMPULSE command.
. . . . . . . . .
. . . 1 . . . . . To move to location 1 enter: -3,-1
. . . . . . . . 2
. . . . . . . . . To move to location 2 enter: -2,4
. . . . E . . . .
. . . . . . . . . To move to location 3 enter: 2,-3
. 3 . . . 4 . . .
. . . . . . B . . To move to location 4 enter: 2,1
. . . . . . . . .
Notice that this system is NOT the same as in standard Cartesian
coordinate geometry due to the fact that the "true" origin of the
much larger "galaxy", if you will, is always in the direction of the
upper left-hand corner of the scan. Just remember that moving upwards
and to the left will result in a set of absolute galaxy coordinates
that are smaller, and consequently the sign of the IMPULSE vectors are
always negative. Conversely, moving down and to the right will result
in coordinates that are closer to the bottom of the array (135,135),
and so the IMPULSE command entries must always be positive.
The IMPULSE command takes 10 UNITS of energy for every sector
moved. In addition, the enemy gets a turn for every 5 sectors moved.
If one is moving horizontally to the right, for example, it is easy to
see that in order to keep the enemy to one turn, the maximum value the
IMPULSE command could be is: 0,5. When moving diagonally, however,
keep in mind that the square root law is utilized so that the maximum
distance allowable for one turn would be for example: 3,4 or perhaps:
4,3. (The square root of (4x4)+(3x3) = 5.)
When IMPULSING to a starbase it is not necessary to move to the
same sector, only to one adjacent to it. Nevertheless, it is possible
to IMPULSE to the same sector as another object. A subsequent scan
will always show the other object and not the Enterprise.
--> (W)arp
Options: absolute vertical coordinate,absolute horizontal coordinate
(two integers from 1 to 135 separated by a comma)
The WARP command is used to travel large distances very quickly.
Unlike the IMPULSE command, the values entered are NOT relative to the
current position of the Enterprise, but rather represent the absolute
coordinate position in the matrix. To move to the bottom left-hand
corner of the "galaxy", for example, one would hit the W key for the
WARP command and then enter: 135,1. WARPING always gives the enemy
one turn and requires 100 units of energy regardless of the distance.
There is only one small catch to using the WARP engines. The
calculations involved in figuring out just where and when to enter and
leave "hyperspace" yield only approximate results. Therefore, one can
expect there to be some error in where the Enterprise actually emerges
in real space. The error can be as much as 7 sectors in the vertical
and/or horizontal planes, but will usually be less.
(HINT: Enemy ships tend to react somewhat differently to the
Enterprise depending on whether she has just IMPULSED or just WARPED,
and also depending on whether she was in or out of scan range.)
--> (P)hasers
Options: energy output
(integer value up to the amount in the general energy pool)
The PHASERS in this version of TREK are almost identical to those
in other versions of the game. Hit the P key and then enter the
amount of energy desired. For large blasts, energy may first have to
be taken out of the deflectors. NOTE: the lowest the deflectors can
be taken once they have been put up, is 1 unit of energy. (This can be
very dangerous.) The magnitude of the damage on enemy ships decreases
with distance, but the unit hit value can actually be larger than the
amount entered for very close enemy ships. The PHASER weapons are
recommended when one is surrounded by several ships at one time.
(However, it may prove wiser to leave!) They are also useful against
one ship if it is very close. For one ship that is far away, see the
TORPS command below. One does not have to worry about using PHASERS
around starbases. The onboard computers are smart enough to know that
they are friendly. (HINT: If a "BALLISTICS CONTROL- UNSUCCESSFUL
LOCK ON TARGET" message ever appears, it is a good idea to ask Spock
if there are any cloaked Romulans lurking about the area.)
--> (T)orps
Options: (first prompt line): number to fire
(second prompt line): number of targets (if > 1 above)
(third prompt line): coordinates 1st ship
(fourth prompt line): coordinates 2nd ship (if > 1 above)
The TORPS command is the other weapon available to starship
Captains. Torpedoes, unlike phasers, do not decrease in striking
power with distance. They will render a 1000 unit hit on an enemy
ship per torp absorbed. Before anyone gets too excited, however, it
must be stated that the Enterprise can only fire two torps in any one
turn. The first prompt after entering T for the TORPS command will
ask how many torpedoes should be fired. After entering 0, 1, or 2, hit
RETURN. If more than two are specified, Scotty will issue an
appropriate snide comment. If one torp was specified, the next prompt
line will ask for the relative coordinates of the enemy ship. If two
torps was the response, the next prompt line will ask for the number
of enemy ships to be attacked. It can be seen that the player has the
option of sending both torps after one ship or dividing them between
two.
After entering 1 or 2 ships, hit RETURN. (If anyone enters 3, I
suggest that they save the game and go to bed!) The final one or two
prompt lines, depending on how many enemy ships are involved, will
request the enemy ship coordinates. These are entered really as
vectors exactly as in the IMPULSE command. Simply count the number of
sectors to the enemy ship in the vertical direction making sure to use
the correct sign. Then count the number of sectors in the horizontal
direction and enter them separated by a comma. If there is a second
enemy ship involved, put only one set of coordinates on the first
input line as there will be another. Below, is a SHORT range scan
display showing the Enterprise and two enemy ships. Try to calculate
the appropriate firing vectors, then check the answers on the right.
. . . . . . . . .
. . . . . . . K . To get the Klingon here the TORP command
. . . . . . . . . coordinates would be: -3,3.
. . . . . . . . .
. . . . E . . . .
. . . . . . . . .
. . . . . . . . . To get the Romulan here the TORP command
. . . . . . . . . coordinates would be: 4,-2.
. . R . . . . . .
The best way to calculate the co-ordinates to fire torpedos is
to use the LONG range scan option (see above).
--> (F)ix
Options: SR SENSORS
IR SENSORS
LR SENSORS
IMPULSE ENGINES
WARP ENGINES
PHASER BANKS
TORPEDO TUBES
DEFLECTORS
COMPUTERS
ALL
DONE
The FIX command is necessary, unfortunately, after some... ah...
not so successful engagements with the enemy. It is possible to
selectively fix just certain crucial devices or, to fix everything at
once with the "ALL" option. Actually, in typing the individual device
names, it is only necessary to enter the first letter of the name.
Exceptions are the IR SENSORS and the IMPULSE ENGINES which begin with
the same first letter and so require two.
Since the design of a starship is very, very complex, it is not a
trivial matter to repair damage. It requires the concentrated effort
of a large number of the crew to accomplish the task. As a result,
the Enterprise is somewhat "dead in the water" until the repair work
is finished. In point of fact, it takes one stardate or turn to fix
every 100 units of damage. A list of the amount of damage is given by
the D option within the COMPUTERS commmand. It should be apparent
that it would not be a good idea to fix a significant number of units
worth of damage while surrounded. After the enemy took their allotted
number of turns, the Enterprise could easily be in worse shape than
before the repairs began. The best idea is to try to make it back to
a starbase where there are much better facilities. Using the "ALL"
option while docked is heartily recommended in most instances, as the
base technicians will finish in less than a stardate. (HINT: There
may be other areas where this is possible.) Of course, if the WARP or
IMPULSE engines are one of the devices damaged, then getting back to a
base or wherever can be rather difficult. At this juncture there are
four options: knock out the remaning nearby enemy ships and fix the
engines in peace, fix the engines and survive subsequent attacks, fix
the engines and then lose the game, or, do no fixing at all and still
go on to possibly win the game. (Good luck on figuring out this last
one, but it is indeed possible.)
--> (B)eam down
Options: none really, accept to abort the attempt
The BEAM DOWN command is for Captains who wish to leave the ship
for some reason. The Enterprise has a very reliable transporter
mechanism for this purpose. I am not going to say too much about this
command for fear of spoiling all the fun. (HINT: it is possible to
BEAM onto just about anything as long as the Enterprise is close
enough to it.)
--> (L)aunch shuttle craft
Options: similar to BEAM DOWN
The Enterprise has a neat excursion ship known as the SHUTTLE
CRAFT. This little gem is for Captains that are fobic about the
transporter device (like certain medical personnel), or it can be used
if one is bored with the Enterprise and simply wants to be by oneself
for a while. It has its own set of instruments and capabilities (or
lack of them, depending on how one looks at it).
I suggest that all Captains take the shuttle out for a spin to
become more familiar with how it handles, in case the need should
suddenly arise. Once one is out in space, alone, the way to get back
aboard the dear old Enterprise is to IMPULSE to the same sector that
the Enterprise is occupying. The shuttle craft docking procedure will
be automatic. I should also mention that while one is off on some
sojourn in the shuttle, that reports concerning what is happening to
the mother ship will be sent to its anxiously awaited Captain.
However, the latter has to be onboard the Enterprise (in this version
of the program) for any commmands to be effective. In other words,
while the Captain is out fooling around in the shuttle, the Enterprise
is a sitting DUCK!
--> (L)and the shuttle
Options: nill - GOOD LUCK!!!!
Observant readers will notice that this command begins with the
same letter as the last one, which is interesting given that the
program is expecting single character input. Not to worry... the LAND
command only works if one is inside the shuttle. I will not say too
much about the landing routine except that many have done it before.
--> (H)elp
Options: a command summary and then this document, if it is desired.
--> (E)nd
Options: hit RETURN to go back to the game if E command was a mistake
save the game, yes or no
start a new game, yes or no
There are two points that should be mentioned about the SAVE the
game option. First, it is sometimes a good idea to save the game
before trying a really risky move. In this way, if the game is
immediately lost as a consequence, it is possible to go back and try a
different tact without having to start a whole new game. Second, the
player can use any valid filename for saving the game, so be careful
of control characters. At least, be sure to remember them. To play a
saved game, simply run the beginning program and enter "O" for old
game when the choice between new and old is given. A second prompt
will appear for the OLD game filename. Be sure to enter it exactly as
it was saved, including upper or lower case.
Hints
1) Be sure to use the LONG range scan for torpedo control. It is far
EASIER than counting the sectors.
2) The key to winning is to find and explore each Planet. There are
goodies on several of them and trouble on others.
3) The tracking device must be planted on an Enemy ship. Good luck!!
4) On one of the Planets, you will find a mini-adventure game. Some
of the commands that should be used are:
SIT NORTH SOUTH EAST WEST NORTHEAST
SOUTHEAST NORTHWEST SOUTHWEST F B S
5) Finally, if the program has not come out blatantly with
the message that "YOU HAVE LOST", there may STILL be a way to win even
if things look quite bleak... given the right set of circumstances and
courses of action,. Look for clues. They are there. Good luck!