Super STAR TREK Rules and Notes - by Robert Leedom and David Ahl 1. OBJECTIVE: You are Captain of the starship "Enterprise" with a mission to seek and destroy a fleet of Klingon warships (usually about 17) which are menacing the United Federation of Planets. You have a specified number of stardates in which to complete your mission. You also have two or three Federation starbases for resupplying your ship. 2. You will be assigned a starting position somewhere in the galaxy. The galaxy is divided into an 8 x 8 quadrant grid. The astronomical name of a quadrant is called out upon entry into a new region. (See "Quadrant Nomenclature.") Each quadrant is further divided into an 8 x 8 section grid. 3. On a section diagram, the following symbols are used: <"> Enterprise >!< Starbase TTT Klingon * Star 4. You have eight commands available to you. (A detailed description of each command is given in the program instructions.) NAV Navigate the Starship by setting course and warp engine speed. SRS Short-range sensor scan (9 quadrants) LRS Long-range sensor scan (9 quadrants) PHA Phase control (energy gun) TOR Photon torpedo control SHE Shield control (protects against phaser fire) DAM Damage and state-of-repair report COM Call library computer 5. Library computer options are as follows (more complete descriptions are in program instructions): 0 Cumulative galactic record 1 Status report 2 Photon torpedo course data 3 Starbase navigation data 4 Direction/distance calculator 5 Quadrant nomenclature map 6. Certain reports on the ship's status are made by officers of the Enterprise who appeared on the original Roddenberry TV Show - Spock, Scott, Uhura, Chekov, etc. 7. Klingons are non-stationary within their quadrants. lf you try to maneuver on them, they will move and fire on you. 8. Firing and damage notes: A. Phaser fire diminishes with increased cassettes distance between combatants B. lf a Klingon zaps you hard enough (relative to your shield strength) he will generally cause damage to some part of your ship with an appropriate "Damage Control" report resulting. C. lf you don't zap a Klingon hard enough (relative to his shield strength) you won't damage him at all. Your sensors will tell the story. D. Damage control will let you know when out-of-commission devices have been completely repaired. 9. Your engines will automatically shut down if you should attempt to leave the galaxy, or if you should try to maneuver through a star, a starbase, or - heaven help you – a Klingon warship. 10. In a pinch, or if you should miscalculate slightly, some shield control energy will be automatically diverted to warp engine control (if your shields are operational!). 11. While you're docked at a Starbase, a team of technicians can repair your ship (if you're willing for them to spend the time required - and the repairmen always underestimate. . .). 12. lf, to save maneuvering time toward the end of the game, you should cold-bloodedly destroy a Starbase, you get a nasty note from Starfleet Command. lf you destroy your last Starbase, you lose the game! (For those who think this is too harsh a penalty, delete lines 5360 - 5390, and you'Il just get a "you dumdum!" -type message on all future status reports.) 13. End game logic has been "cleaned up" in several spots, and it is possible to get a new command after successfully completing your mission (or, after resigning your old one). 14. For those of you with certain types of CRT/keyboards setups (e. g. Westinghouse 1600), a "bell" character is inserted at appropriate spots to cause the following items to flash on and off on the screen: • The Phrase "*RED*" (as in Condition:Red) • The character representing your present quadrant in the cumulative galactic record printout. 15. PROGRAMMING NOTES: This version of Star Trek was created for a Data General Nova 800 system with 32k of core. So that it will fit, the instructions are separated from the main program via a CHAIN. One minor problem: RANDOMIZE (Statement 160) should be moved after the return from the chained instructions, say to statement 245. It appears that the program should run in DEC BASICPLUS but it's going to be fun/trouble/challenging to convert it to DEC 8-family, HP, Honeywell, or other machines. 16. Paper tapes and other things. Neither Creative Computing nor Westinghouse are in the business of making and distributing paper tapes. Please DO NOT write either of us (Bob Leedom, David Ahl) asking for paper tapes. lf you want to write us about other things try: Robert C. Leedom or David H. Ahl 3429 Rollingview Ct. Creative Computing Ellicott City, Md. 21043