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1994-04-20
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352 lines
TOMMY'S TREK (C) COPYRIGHT 1986 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #86-001-1A
INSTRUCTIONS:
TOMMY'S TREK IS THE FIRST IN A NEW LINE OF LOW-PRICED TOYS AND GAMES FOR THE
IBM PC AND COMPATIBLES DEVELOPED BY ALIENS FROM OUTER SPACE FOR EARTHLINGS.
TOMMY'S TREK IS EASY TO PLAY. LEARN JUST TEN FUNCTION KEY COMMANDS, A FEW
EXTRA KEYBOARD COMMANDS, AND THE 4 ARROW KEYS ON THE NUMERIC KEYPAD WHICH SET
THE ENTERPRISE'S COURSE. OR JUST START IT UP AND WATCH IT RUN ON ITS OWN LIKE
A NICKELODEON, IT HAS A SELF-CONTAINED AUTOPILOT WHICH IT STARTS OUT IN.
PLEASE READ THIS ENTIRE INSTRUCTION MANUAL BEFORE RUNNING THE PROGRAM THE FIRST
TIME.
ANCESTRY:
THIS PROGRAM HAS A VENERABLE ANCESTRY. IT WAS FIRST PLANTED ON EARTH IN THE
LATE 1960'S AND HAS BEEN SYSTEMATICALLY HOSTED, LIKE A VIRUS, ONTO EVERY
COMPUTER EVER COMMERCIALLY SOLD IN ORDER TO SUBVERT THE DIRECTION OF EARTH
HISTORY AND MAKE YOU WANT TO BUY TOMMY'S TOYS ONE DAY. OF COURSE WE ALIENS
FIRST HAD TO CONVINCE EARTHLINGS THAT THE WHOLE STORY OF THE FEDERATION AND
OUR KLINGON FRIENDS WAS ALL MADE-UP.
TOMMY'S TREK (NOT TO BE CONFUSED WITH STAR TREK) PRESERVES THE NOSTALGIC
DISPLAY DESIGN (WHICH ORIGINALLY RAN ON A TELETYPE) SO WELL-KNOWN TO COMPUTER
PROGRAMMER SENIOR CITIZENS, BUT BRINGS IT INTO THE 1980'S WITH REAL-TIME
ANIMATION AND A COMPLEX AUTOPILOT WHICH RUNS THE SHIP FOR YOU IF DESIRED.
OF COURSE IT SEEMS KIND OF SILLY FOR THE HISTORIC BATTLES BETWEEN HUGE
STARSHIPS AND DEADLY KLINGON BATTLE CRUISERS TO BE REDUCED TO A TEMPEST IN A
TELETYPE, SO TO SPEAK, BUT THIS ISN'T TOMMY'S LAST WORD ON THE SUBJECT EITHER,
SO SAVE IT AND MAYBE ONE DAY IT WILL BE A COLLECTOR'S ITEM TOO.
TIME SCALE:
THIS IS A SIMULATION. TO AVOID BORING SPACE SICKNESS THE TIME SCALE VARIES
DYNAMICALLY, DEPENDING ON THE SITUATION, TO KEEP THE EVENTS FLOWING. THIS
IS THE WAY THEY DO IT ON TV, SO YOU PROBABLY WON'T NOTICE ANYTHING UNUSUAL.
AUTOPILOT:
AS THE PROGRAM ALWAYS BEGINS IN AUTOPILOT MODE, PERHAPS IT IS TIME TO START
THE PROGRAM AND JUST SIT BACK AND WATCH IT FOR A STARDATE OR TWO (IT BEATS
AN AQUARIUM AS A CONVERSATION PIECE FOR YOUR OFFICE).
THE SHIP WILL ATTEMPT TO FINISH THE MISSION COMPLETELY ON AUTOPILOT AND OFTEN,
AT LOWER DIFFICULTY LEVELS, WITH PERHAPS A LITTLE HELP FROM THE CAPTAIN, IT
SUCCEEDS.
*NOTE*
************
TO ABORT THE PROGRAM, HIT THE ESC KEY OR THE "Q" KEY: THEN TYPE
"Y" IN RESPONSE TO THE PROMPT.
************
COMMAND SET:
AFTER GETTING THE HANG OF IT THROUGH WATCHING IT RUN ITSELF, IT IS TIME TO
TOGGLE IT OUT OF AUTOPILOT INTO MANUAL MODE AND TRY OUT THE CAPTAIN'S COMMAND
SET. THE COMMANDS ARE AS FOLLOWS (F9 IS THE AUTOPILOT MODE TOGGLE SWITCH):
FUNCTION KEYS F1 THRU F10:
F1 PHASERS. THE FIRST TIME YOU PRESS THIS KEY (IN MANUAL MODE) YOU
ARE PROMPTED FOR PHASER MAX POWER; SUBSEQUENT PRESSES
FIRE THEM. WHEN IN AUTOPILOT MODE, THE PHASERS ARE COMPLETELY
UNDER THE CONTROL OF THE COMPUTER, ALTHOUGH YOU CAN INDICATE A
DESIRE TO FIRE BY PRESSING THIS KEY.
F2 TORPEDOES. EACH PRESS FIRES THE PHOTON TORPEDOES, WHICH ARE ALWAYS
AUTOMATICALLY AIMED AT THE NEAREST KLINGONS.
NOTE: FUNCTION KEYS F1 AND F2 ARE MEANT TO MERELY ISSUE THE ORDER TO FIRE A
WEAPON. THIS ORDER MUST PASS DOWN THE USUAL CHAIN OF COMMAND IN THE
SHIP AND HENCE THERE IS ALWAYS SOME DELAY BEFORE THE WEAPON IS ACTUALLY
FIRED. YOU CAN'T RUSH THE MILITARY BUREAUCRACY, EVEN IN SPACE.
F3 LONG RANGE SCAN. TOGGLES THE LONG RANGE SCANNER, WHICH
DYNAMICALLY DISPLAYS THE NUMBER OF KLINGONS, BASES, AND STARS
IN THE QUADRANTS IMMEDIATELY SURROUNDING THE ENTERPRISE. (IF THE
SCANNER IS DAMAGED THE DISPLAY WILL FREEZE UNTIL THE UNIT IS
REPAIRED AND THEN UPDATE ITSELF.)
F4 SPACEMINES. TOGGLES THE SPACEMINE LAYING MODE IN WHICH THE
ENTERPRISE LAYS A MINE EACH TIME IT MOVES AT SUBWARP SPEED.
(DON'T BE SURPRISED BY THE SPACEMINES APPEARING IN THE WAKE OF
THE ENTERPRISE AS IT MOVES ALONG IN AUTOPILOT MODE.) A KLINGON
SHIP WHICH RUNS INTO ONE OF THESE MINES IS DESTROYED, AND EVEN THE
ENTERPRISE MUST BEWARE OF RUNNING INTO THEM.
F5 SHIELDS. SETS SHIELDS TO HALF OF AVAILABLE ENERGY.
F6 CUMULATIVE RECORD OF LONG RANGE SCANS DURING THE MISSION. (THE
LONG RANGE SCANNERS CAN ONLY REACH TWO QUADRANTS OUT FROM THE
ENTERPRISE.)
F7 NAVIGATION. USE FOR SUB-WARP SPEED NAVIGATION IN QUADRANT. NOTE
THAT WHEN THE ENTERPRISE IS IN AUTOPILOT MODE, IT DISAPPEARS FROM
THE SHORT RANGE SCAN SCREEN ON ATTAINING WARP SPEED, WHILE IN THE
MANUAL MODE IT DOES NOT. ALSO NOTE THAT THE ONLY WAY TO LEAVE THE
GALAXY IS TO APPROACH THE INTERGALACTIC BARRIER IN MANUAL MODE
MOVING AT WARP SPEED. (THE AUTOPILOT COMPUTER WOULD NEVER ALLOW
SUCH A THING!)
F8 WARP OUT OF QUADRANT. SETS THE WARP SPEED AND LEAVES QUADRANT.
F9 AUTOPILOT/MANUAL MODE TOGGLE SWITCH. NOTE: THE PROGRAM ALWAYS
STARTS OUT IN AUTOPILOT MODE; THE CAPTAIN'S COMMAND SET CAN STILL
BE USED IN AUTOPILOT MODE, BUT ONLY AS A SUGGESTION TO THE COMPUTER
WHAT TO DO NEXT: IT RETAINS THE FINAL DECISION CONTROL UNTIL MANUAL
MODE IS TOGGLED INTO. THUS, IF YOU TRY TO MAKE IT FIRE THE TORPS,
IT MIGHT FIRE THE PHASERS INSTEAD; OR IF YOU TELL IT TO CHANGE COURSE,
IT MIGHT TELL YOU TO TRANSPORT OFF. "WISH? DID SOMEBODY SAY WISH?" --
JAMBI.
F10 KLINGON SCAN. PRESSING THIS KEY WILL ERASE ANY LONG RANGE SCAN
DISPLAY AND REPLACE IT WITH A DISPLAY OF KLINGONS IN THE QUADRANT,
THEIR LOCATION, DISTANCE, ENERGY, AND THREAT (ENERGY DIVIDED BY
DISTANCE, WHICH IS THE MAXIMUM ENERGY THAT THEY CAN HIT THE
ENTERPRISE WITH AT THAT DISTANCE). THE TOTAL KLINGON ENERGY AND
THREAT IN THE QUADRANT ARE ALSO DISPLAYED ON THE LAST LINE.
NAVIGATION CONTROL PAD:
THE NUMERIC KEY PAD IS USED FOR ISSUING COMMANDS TO CONTROL THE SHIP'S COURSE.
THE 8 KEYS (THE "5" KEY DOES NOTHING) SET THE SHIP'S COURSE IN THE OBVIOUS
WAY:
NW N NE
W E
SW S SE
ON AUTOPILOT MODE, THIS COMMAND IS TAKEN ON ADVISEMENT ONLY.
OTHER KEYS:
PRESSING CERTAIN OTHER KEYBOARD KEYS WILL GIVE FURTHER COMMANDS:
A: SAME AS F9, TOGGLE AUTOPILOT MODE.
C: COLOR CHANGE. FOR THOSE WITH COLOR SCREENS, PRESSING THIS KEY WILL
CHANGE THE SHORT RANGE SCAN SCREEN BASIC DISPLAY COLOR.
H OR ?: POP-UP A SUMMARY OF THESE COMMANDS.
P: PHASER SET-UP. SETS MAXIMUM PHASER POWER IF FN KEY 1 WON'T. (FN KEY 1
ONLY SETS PHASER MAX POWER THE FIRST TIME IT IS PRESSED IN MANUAL MODE).
Q: CAPTAIN RESIGNS (USE TO ABORT THE PROGRAM). (YOU CAN ALSO HIT THE ESC
KEY).
R: REDRAW THE SCREEN.
S: TOGGLE THE SOUND EFFECTS ON/OFF
$: MANUAL SHIELD CONTROL. USE TO SET SHIELDS MANUALLY TO ANY DESIRED VALUE
WITHIN AVAILABLE ENERGY.
!: SIMULATION SPEED CONTROL. USE TO CHANGE THE SPEED OF THE SIMULATION:
PRESSING THIS KEY CAUSES IT TO CYCLE FROM 2, 1.5, 1, TO .5 SECONDS
OF TIME PAD AND THEN BACK TO 2 AGAIN (THE NEW VALUE IS DISPLAYED ON THE
COMMAND LINE).
GALAXY LAYOUT:
THIS PROGRAM USES THE OLD GRIDIRON SYSTEM OF STAR NAVIGATION FOR WARP DRIVE
SHIPS WITHOUT TRANSWARP. THE GALAXY IS AN 8 X 8 GRID OF QUADRANTS; EACH
QUADRANT IS AN 8 X 8 GRID OF SECTORS. THE NUMBERING SCHEME OF THE QUADRANTS
IS "I,J", WHERE I RANGES FROM 1 TO 8 AND J RANGES FROM 1 TO 8 ("1,1" WOULD BE
THE UPPER LEFT QUADRANT AND "1,8" THE UPPER RIGHT). THE SECTORS ARE SIMILARLY
NUMBERED IN EACH QUADRANT:
1,1 1,2 .... 1,8
2,1 2,8
. .
. .
8,1 8,2 ... 8,8
SCANNERS:
THE SHOR