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º º
º EGA TREK º
º Version 2.0 May 9, 1989 º
º º
º Nels Anderson º
º 92 Bishop Drive º
º Framingham, MA 01701 º
º º
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Star Trek was one of the first computer games ever written. The first
versions were written for mini and mainframe computers back in the early
1970's. There have probably been more versions of this game written than
any other as there is probably at least one version around for every type
of computer ever made. This game is definitely a classic.
The version you now have is related to the other versions in its basic
game play, but fully takes advantage of the high resolution of the EGA
display. I originally discovered the game around 1974 running on a DEC
System 10 mini and was soon hooked. I've since written several other
versions of the game for computers including the Timex-Sinclair ZX81,
Apple ][, Prime 50-series minis and MS-DOS machines, all using BASIC of
one sort or another.
This game requires a PCompatible with an EGA card/monitor. There seems to
be a real shortage of games that take advantage of the full EGA capabilities
(640x350, 16 colors). This is my second EGA game; the first one, known as
"Mah Jongg" has been out since mid-1987 and has received a gratifying
response. (If you don't have "Mah Jongg" and would like a copy, I'll be
happy to mail one in exchange for the $10 registration fee.) If you're
still running an older display adapter that doesn't support EGA I'm afraid
you're out of luck running this particular game. I'm sure you can find a
version that supports your system though.
SHAREWARE
EGA TREK is distributed under the "shareware" concept, also known as
"user-supported software". Under this concept, you save the high cost of
packaging and distribution while still receiving high quality software.
You are free, and in fact encouraged, to distribute this software to your
friends, to BBS's and to user groups. Companies that provide software
duplication services may include EGA TREK in their catalog and provide
copies for a reasonable duplication fee. All copies must include the
files "trek.exe", "trek.doc", and "trek.ref". You are not allowed to
modify the files in any way, and this shareware notice must be kept
intact. The author retains all other rights to the program.
Under the shareware concept you are encouraged to make a donation to the
author for any program that you continue to use. For a donation of $10
or more I'll send you a copy of the latest version of the game and answer
any questions you might have. I will also try to answer questions from
non-registered users if they include a self-addressed stamped envelope
with which to reply.
I'd be happy to hear of any improvements you'd like to see, as well as
any bug reports. Many of the new features in this version of the game
came about as suggestions from users of v1.0.
When registering, or writing for any reason, please include the following:
* EGA Trek revision and registration numbers (from title screen)
* where you obtained your copy from
* a discription of your system
* your full name and address
If you have any suggestions or discover any problems with the program you
can reach me via the )(evious BBS system (300/1200/2400/9600-HST, 8N1) at
508-875-3618 or 617-449-7322. Leave a C)omment to the sysop to reach me.
)(evious is the official support BBS for all my software and the latest
versions are always available for downloading there.
If you're connected to one of the minicomputer nets (InterNet, uucp...)
you can try reaching me at one of these addresses:
ima!primerd!en-m32.prime.com!nja
uunet!en-m32.prime.com!nja
csnet-relay!en-m32.prime.com!nja
nja%en-m32.prime.com@relay.cs.net
nja@en-m32.prime.com
CHANGES SINCE V1.0:
o Klingons are generally tougher
o New Klingon ship types
o Klingons have some other new abilities
o MINE and LOAD commands replaced by LAND and USE
o Additional random occurances
o FIX command enhanced to allow fixing specific devices
o Games can be saved by file name
o Top scores saved in Hall of Fame
o Move command and coordinates can be entered together
o Warp command and warp factor can be entered together
o Phaser temperature/efficiency graph on screen
o MSGS command replays most recent messages
o Viewer shows closest enemy ship instead of closest object
o Successful rescues increase score
o Klingon phasers shown on short range scanner
o Black holes
o Enemy ships can be scanned using INFO command
o Death Ray weapon
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º BRIEFING º
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The Organian Peace Treaty of 3199.5 has collapsed and the Federation
is now at war with the Klingon Empire. As a result, a Klingon invasion
fleet is now present in parts of Federation territory. A large number
of Klingon cruisers, a few command vessels and a Klingon starbase have
been observed. The Romulan Star Empire has joined the hostilities though
their presence is rather limited. It is possible that you will run into
their ships when near Romulan territory, though their actions in response
to your contact are unpredictable.
You will be in command of the Constitution Class Heavy Cruiser U.S.S.
ENTERPRISE, naval construction contract number NCC-1701. It is fully
battle ready and contains 430 officers and crew members.
Your mission as commander of the Enterprise is to secure a 64 quadrant
section of the galaxy. You will have to destroy any Klingon vessels you
find, including normal Klingon battle cruisers, command vessels and
possibly other types as well. Depending on the command level (your
military rank) that you enter when starting you will be given a more or
less difficult section. In general, higher levels must contend with
more enemy ships and with more abilities and phenomena in the enemy.
The Enterprise has a cruising speed of up to warp factor 6, and can manage
warp 8 in emergencies. The main engines are for moving between quadrants
of the galaxy. Beware of excessive speed as damage to the engines is a
possible result. Within a quadrant, you have the use of impulse engines.
If your main engines are damaged your maximum warp speed will be lower
than normal. Travel at warp speeds with the shields raised requires
double the normal amount of energy.
All energy is provided by the Matter/Anti-Matter Converter (M/A-M). The
energy conversion system is normally adequate to supply all needed power
for many years of operation. However, war with the Klingons is hardly
normal operations. Because the ship is moving more often than normal and
using a great deal of energy to fire phasers and provide shielding you will
most likely be using energy faster than you can regenerate it. The M/A-M
will supply 400 units of energy per stardate when working at 100%.
The ship is provided with two types of scanners. The short range scanners
show you everything in your current quadrant. Because of their importance
they continue scanning at all times and the display is always available and
up to date. The most important thing you will see is, of course, Klingon
ships of which there are several types. Standard Klingon battleships will
display in light blue, command ships in red, scout ships in purple and
supply ships in green.
Your long range scanners show what is in adjacent quadrants and thus are
very useful for planning your movements. The ships computer keeps a record
of all past scans and these may be called up at any time. Damage to the
scanners will affect their performance of course. A small amount of damage
will prevent them from seeing smaller objects (including, unfortunately,
Klingons) but they may still be able to see stars. If damage becomes too
severe they will fail to work at all.
You also receive information through the main viewer. This display
alternates between a view from outside the ship and a graphical display
of some ship function. When looking outside the ship the viewer always
looks in the direction of whatever object is closest to the ship. The
view includes an identification of the object and its relative distance
and direction from the ship. Directions are based on 0 degrees being
directly to the right as seen on scanner displays.
The graphical displays appearing on the viewer can be more or less
useful depending on what's currently going on. Some of the displays are
not of much use to a ships commander however.
You will constantly be receiving communications from both inside and
outside your ship. Each message will include the ships department that
originated it. It is important that you pay attention to all incoming
messages. Up to four messages can be displayed on your command console
at a time. Each new message will overwrite the oldest existing message
or you can acknowledge one or all messages and so leave space for new
ones.
A heavy cruiser has two major weapons available, photon torpedos (PhoTorps)
and phasers. Torpedos are very effective at close range, with a single
torpedo being capable of destroying a standard Klingon ship. However,
you are limited in the number of torpedos you can carry and they can
only be replenished at a StarBase or supply station. At longer distances
they are less effective and their accuracy is also thrown off when fired
with your shields raised.
Phasers are your general purpose weapon. The damage phasers do is highly
influenced by distance to the target. There are two gauges that monitor
phaser performance. You should watch the phaser temperature gauge when
firing to prevent overheating. The phaser effectiveness gauge shows how
well the phasers are working. Phaser effectiveness goes down due to
excess heat and due to damage from enemy fire.
The ship is capable of repulsing enemy fire through the use of its shields.
When the shields are raised and at 100% energy no enemy fire will penetrate
them; the only effect will be that energy will drain from the shields. It
is thus to your advantage to have shields raised when in direct battle.
Once enemy fire starts to penetrate the shields main energy is lost and
ships systems may be damaged. Raising the shields draws a small amount of
energy from the main energy banks so you do not want to raise the shields
needlessly. Lowering shields causes no energy change. Because the shields
affect the performance of other ships systems their correct usage is very
important to the success of your mission.
The Enterprise was originally used for exploration and is well suited
for this purpose. Obviously, with the Federation under attack there is
no time for normal exploration at the present. However, there are
planets in the galaxy that may contain the dilithium crystals used to
power the ship and it is worth exploring these planets for emergency
crystal supplies. Note, though, that Federation regulations prohibit
the use of raw dilithium except in extreme emergencies; your shields
must be under 50% and main energy under 20%.
There are several types of Federation bases in space. A StarBase is the
most useful because you can replenish all ships supplies there. Supply
stations can provide life support supplies and photon torpedos. Research
stations can provide only life support supplies. You are responsible for
the protection of all bases in your designated area.
During warfare many of the ships systems may be damaged. The effects of
damage on your mission can vary greatly depending on what systems are
affected:
M/A-M Converter: The Matter/Anti-Matter converter generates energy
for the ship at a rate of 400 units/day times percentage of repair.
Shields: The shields percentage of repair indicates how efficiently
the shield generators can convert the energy available in the shield
system into actual shielding of the ship.
Warp Engines: The warp engines are virtually impossible to destroy
completely, but their level of damage affects the maximum possible
warp speed. The maximum warp speed is approximately warp 1 plus
0.09 times percentage of repair.
Impulse Engines: Impulse engines are much simpler than warp engines;
they either work or they don't. When they are at less than 50%
they simply stop functioning.
Phasers: Phaser percentage of repair is a direct indication of what
percentage of energy is converted to destructive force at the point
of impact. In other words, for a given level of phaser energy, 100%
working phasers will do twice the damage of 50% working phasers.
PhoTorp Tubes: Like impulse engines, photorp tubes either work or
they don't. At 100% there are three function tubes, 67-99% only
two tubes work and 34-66% only one.
Short Range Scanners: Short range scanners lose resolution when they
are damaged. Above 90% they are fully functional, but below 90%
they are unable to detect anything smaller than a star. Below 50%
they do not function at all.
Long Range Scanners: Long range scanners also lose resolution when
damaged. When less than 100% repaired they can no longer detect
enemy ships. Below 50% they are not functional.
Computer: A modern starship is highly computerized, so loss of
computer function affects a number of things. Portions of the ships
charts can be lost if the computer is sufficiently damaged and can
only be recovered by re-scanning. Automatic navigation requires the
computer to be 100% repaired. Charts cannot be viewed unless the
computer is 100%.
Life Support: Life support systems must be 100% to generate food and
oxygen needed to sustain life. Without a functioning life support
system the ship can last only two days on reserves.
Transporter: The transporter must be at 100% to be used.
Shuttlecraft: The shuttlecraft must be at 100% to be used.
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º COMMANDS º
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To start the game, enter "trek" from the DOS prompt. If you do not want
sound during the game, enter "trek -n".
The following is a list of commands and their description. Most commands
can be abbreviated to just their first letter. Use the "HELP" command at
any time to get the list of commands and their abbreviations.
A#:
To acknowledge a message you should enter the letter A immediately
followed by the number of the message you wish to acknowledge,
i.e. A2. Messages are numbered from 1 to 4 going from top to
bottom. To acknowledge all messages enter just A without a number.
CHART:
This chart contains the computer record of all previous scans. It
is identical to the long range scan display, except that the entire
galaxy is shown instead of only the adjacent quadrants. Quadrants
whose contents are not yet known are displayed as dots.
DOCK:
You will need to visit StarBases often to refuel your ship as well
as to make repairs. When you are in a sector directly adjacent to
a StarBase, issue this command. You can also dock at Research
Stations and Supply Bases, but they cannot provide everything that
a StarBase can. When docked at a StarBase its shields will protect
your ship from enemy phasers.
ENERGY:
Energy is used by a number of different systems aboard the ship and
you can use this command to move energy between systems as needed.
It will also show you the exact energy levels of all systems.
FIX:
Engineering has a certain number of crewmen available to do repairs
on damaged systems and they normally divide their time evenly amoung
all damaged systems. Since some systems are more important than
others you can use this command to concentrate repairs on one system
at the expense of other systems. When the system you selected is
repaired, repair work will automatically be divided amoung all
damaged systems once again.
In addition, you will be asked if you want to spend time just making
repairs. In space, repairs will take place no faster than normal. If
docked at a StarBase you can use their facitilies to speed repairs.
Relative repair speeds are as follows:
1x Normal repairs, work evenly divided amoung systems
2.5x Normal repairs while docked at a starbase
3x Repairing only a selected system
5x Repairing a selected system while docked at a starbase
HAIL:
Use this command to hail a StarBase. If none is close by, it will
take some time to receive a reply.
HELP:
Use this command to get a list of all available commands and their
abbreviations.
LAND:
If you are orbitting a planet which has something of interest on
it you can use this command to land on the planet. You have the
option of using the transporter or shuttlecraft to reach the
planet. Normally the transporter is the better choice since the
shuttlecraft takes 0.2 stardays to make the round trip whereas the
transporter is virtually instantaneous.
LONG:
This command does a long range scan. The resulting display shows
nine quadrants centered around the one your ship is currently in.
The display is numerical; the three digit number for each quadrant
represents the number of Klingons, type of Federation base, and
number of stars (respectively) that the scanners have found.
Quadrants containing Klingons are highlighted in red. Bases are
highlighted in orange and the number indicates base type (1 is a
StarBase, 2 a research station and 3 a supply depot). Quadrants
with supernovas cause the scanners to overload and display all 9's.
MOVE:
This ship is quite sophisticated, so getting from one place to
another requires only that you specify where you want to go. The
galaxy is divided into 64 quadrants and each quadrant is divided
into 64 sectors. You need only to specify the quadrant and sector
you wish to move to; for example 6,2,3,5 moves you to quadrant 6,2
sector 3,5. Vertical coordinates are always entered first. To
use impulse power to move within a quadrant specify only the sector
you wish to move to (i.e. 3,5).
If the navigation computer is damaged, however, you will have to
calculate movements manually. You will be asked first for a DeltaX
(vertical) movement which can be negative, positive or zero. The
number before the decimal point is the number of quadrants to move,
and the number after the decimal point the number of sectors. Both
digits must be in the range 0 to 7. The DeltaY (horizontal)
movement works the same way. For example, if you want to move one
quadrant down and two quadrants plus two sectors left DeltaX would
be 1.0 and DeltaY would be -2.2. If you prefer using this method
even when the computer is functional, enter just an "M" when asked
for the coordinates and the computer will switch movement to manual.
If you prefer, you can enter the move coordinates without anything
separating them. For example, 6,2,3,5 is equivalent to 6235 and
3,5 is equivalent to 35. When using the long form, you can use
whatever is most convenient for separators between the numbers.
For an even more abbreviated way of entering move coordinates,
enter them right on the initial command line along with the "M".
For example, use m6235 for quadrant 6,2 sector 3,5 or use m35
to move to sector 3,5 within the current quadrant.
MSGS:
Often during a heated battle messages will come for you so fast
that it's possible to miss some of them. You can use this command
to review the most recent messages that have appeared
ORBIT:
Use this command to enter a standard orbit around a planet. This
will allow the planet to be scanned for the presence of dilithium
crystals.
PHASERS:
Use this command to fire the phaser banks. The phaser control
officer will request instructions on firing at each enemy vessel
in the quadrant.
QUIT:
Use this command to quit the game. You can also save a game before
you quit; see the SAVE command.
RAY:
This command fires the experimental death ray. This is a very
powerful weapon that will destroy every enemy ship in the whole
quadrant...if it works. If it doesn't work, there's no telling
what may happen, since the technology is not yet completely
understood.
REPAIR:
This command is a request to engineering to provide the state of
repair of all ship systems. Any systems that are damaged will
include an estimated time to repair.
SAVE:
You can save your game so that you can come back and continue
it later. After saving, the game continues until you give the
quit command. You can only restore a saved game when first
starting up; you will be asked if you want to restore a saved
game right after you are asked if you want a briefing. You
select the name of the file that is to contain the saved game
information. Any valid MS-DOS file name can be used.
SELF:
If the situation becomes hopeless, use this command to self-
destruct. With any luck, you will at least take a few Klingons
along with you.
SHUP:
This command raises the shields. Engineering will acknowledge
when the shields are up, and the image of the ship on the short
range scanner will change to yellow. You can also use the up
arrow key to issue this command.
SHDN:
This command lowers the shields. Engineering will acknowledge,
and the image of the ship on the short range scanner will return
to white. You can also use the down arrow key for this command.
TORPEDO:
You have three torpedo tubes available. The torpedo control
officer will request instructions on the number of torpedos
to fire and the sectors to fire them at.
USE:
Any miscellaneous objects that you find during the game, such as
dilithium crystals mined from planets, can be used with this
command.
WARP:
Use this command to inform engineering of the warp speed you
require from the engines when moving between quadrants. Invalid
warp speeds will be ignored.
If you wish, you can include the warp factor on the command line.
For example, enter w5.2 to set the warp factor to 5.2.
BOSS:
Argh! The boss is coming, and he's going to catch you playing
games again. Hit Shift-F1 and get a harmless looking MS-DOS
screen. (If you *are* the boss, you didn't see this command;
it's hidden by a Romulan cloaking device.) When he's gone,
hit any key to get back.
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º FUNCTION KEYS º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
Some of the more commonly used commands have been bound to the function
keys. Use the following chart as a reference:
ÚÄF1ÄÄÄÄÄÄÂÄF2ÄÄÄÄÄÄ¿
³ ³ ³
³ Help ³ Phasers ³
³ ³ ³
³ ³ ³
ÃÄF3ÄÄÄÄÄÄÅÄF4ÄÄÄÄÄÄ´
³ ³ ³
³ Fire ³ Move ³
³ Torpedo ³ Ship ³
³ ³ ³
ÃÄF5ÄÄÄÄÄÄÅÄF6ÄÄÄÄÄÄ´
³ ³ ³
³ Long ³ Galaxy ³
³ Scan ³ Chart ³
³ ³ ³
ÃÄF7ÄÄÄÄÄÄÅÄF8ÄÄÄÄÄÄ´
³ ³ ³
³ Xfer ³ Repair ³
³ Energy ³ Status ³
³ ³ ³
ÃÄF9ÄÄÄÄÄÄÅÄF10ÄÄÄÄÄ´
³ ³ ³
³ Set ³ Dock ³
³ Speed ³ ³
³ ³ ³
ÀÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÙ
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º LIVE LONG AND PROSPER! º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
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