TREK..... adapted from text version by Harold Lanna
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The core of this game has its origin on microcomputers in the late 70's.
It's latest version has entered Public Domain in a version called
"Hugetrek", which was a minor revision for Z-100 BASIC of "Bigtrek". The
problem with these versions was that they were text only, and as
information was entered or displayed, the information was scrolled off the
screen. This made it difficult to keep track of the status of the game
without a pencil and paper. I have taken the basic logic of the original
version by ZOSO(?) from public domain and have made major improvements to
make the game more enjoyable. I have spent considerable time working on
this program,mostly for my own learning experience,and I think it is
relatively bug free.
The following is a list of the enhancements to the game, followed by the
basic rules:
ENHANCEMENTS:
1. Screen displayed as console.
2. Current Quadrant displayed at all times.
3. Long Range scan of adjacent quadrants displayed at all times.
4. Status panel displayed at all times showing ship conditions,
time,stardate,etc.
5. Monitor display for messages, similar to on board computer screen.
6. COLOR.
7. A score update file to save 5 highest scores with name, score,
and mission number. The file will increment mission number each
time a game score is saved, so you can keep track of how many
times you have played. Note..You should save the a copy of the
original "TREK.DAT" as "TRK.DAT", so you can keep files for
different people or to start over. The file "TREK.DAT" must be
on the disk for the game to save.
8. A help menu has been added along with all the commands shown
on the 25th line at all times.
9. Constant update of display. Note that display update may be
delayed in battle conditions, so it is important to read the
display.
10. Scanners may be "blanked" when damaged. You will then have to
rely on your "VIsual" display and intuition to survive until
they are repaired.
RULES:
Remember that the object is to complete the mission with the highest score.
It is very likely if you are unfamiliar with the type of strategy for this
game that your first few missions will end with a minus score. You should
start with the shorter and easier levels until you master the commands.
The universe consists of 64 Quadrants(8x8 grid). Each quadrant has a name,
such as VEGA IV. Each Quadrant consists of 100 sectors(10x10 grid). This
means that 6400 positions can be occupied on the "board". The current
quadrant you are in is displayed in the upper left hand corner of the
screen. At the top-center of the display is the long range scanner showing
the total points available in adjacent quadrants. A number ,such as "4",
might indicate only stars exist in that quadrant, where a number such as
"104", would indicate an "enemy" or "starbase" is present. Proper
precautions must be taken (shields,etc.) before entering these quadrants.
Quadrant location is indicated by two numbers. As an example, 6-4 would
mean "6th row-4th column" if you were looking at the total 8x8 quadrant
grid. This also applies to the sector position within the quadrant.
Navigation,torpedo & photon aiming is accomplished using coordinates the
same as the face of the clock. For instance, direction 12 is straight up,3
is to the right.To travel or aim in between,such as halfway between 2 & 3,
you need to enter the decimal equivalent, which for this example is 2.5.
Note that each quadrant is made up of 100 points,10 across. To move "one"
point either vertical or horizontal you would enter .1 for distance. To
move from 2-3 to 2-3 in the adjacent quadrant you would enter 1 for
distance. You can also travel at any angle, but you must be aware of the
geometry of such a move, or you can "wing" it. Practice moving within a
"friendly" quadrant before racing off to your doom or glory.
The following is a list of the commands. Note that there are two modes.
You are normally in command mode. You can make a command entry only when
you see a blinking cursor on the command line. At other times you will see
the status panel update by its 'blinking'. You will also get status
reports and messages on your monitor screen. All commands in the command
mode are two letter commands and are shown on the 25th line. The other
mode is the computer mode which has single letter commands. The 25th line
will change in this mode to reflect this.
*** command mode ***
AB- Abandon ship,you sacrifice the Enterprise and if your shuttle craft
(the "faerie Queen") is operatioal you procede as its captain.
CH- Chart,Galactic map in which you can view the upper or lower half
of the universe. Quadrant "points available" do not appear in
areas you have not ventured near.
CO- Computer mode-See commands below
DA- Damages-this will indicate systems which are not operational.
DE- Destruct,You will need to use your password to self-destruct.
DO- Dock,You must be adjacent to a starbase to dock.
HE- Help menu, gives full command names and defines symbols on short
range scanner.
ID- Idle engines,you can use to kill time(if you have it) to wait for
repairs before venturing on. If a tractor beam locks on to your
ship, this command is automatically cancelled.
IM- Impulse engines,to be used when warp engines are out.Remember
these engines use more energy than the warp engines,and if you
deplete your energy you will be lost in space forever.If you
are drawn to a strong magnetic star, you may need these engines
to break free.
NA- Navigate,provide direction & distance for your ship movements.
PH- Phasors,used to destroy(or damage) enemy. Can be used with the
phasor effect command in computer mode. Cannot be used with
shields up.
QU- quit without scoring
SH- Shields,To raise and lower shields
SO- SOS,call a starbase for help,you will be penalized points for this.
TO- Torpedo,Can fir single or burst of 3. You aim,fire, and the track
is displayed with the quadrant coordinates. One burst may not be
enough to destroy a Klingon commander.
TR- Transfer energy to and from phasor banks.
VI- Visual, very short range scanner. Only need to use when quadrant grid
display has been damaged.
WA- Warp,Dictates parameters for quadrant to quadrant travel when engines
are damaged. You will be advised when to use this command by your crew.
*** Computer Mode ***
C -Course,gives exact bearings and distances from wherever you are in the
universe to any other location.For example, if you want the coordinates
to quadrant 3-8, sector 3-10, the correct input to quadrant is "38", and
the input for sector is "0310". You must use four digits(5=05).
W -Wcost,cost in energy to travel a given distance with the warp engines.
I -Icost,cost in energy to travel a given distance with the impulse engines.
P -Peffect,This computes the phasor effectiveness at a given distance. With
practice, you can make a good estimate of the power required to destroy
an enemy and not waste power.
S -Score, gives your current score.
O -Out, exit back to command mode.
This program runs under Z-100 BASIC. Color is highly recommended for maximum
enjoyment. If you have any comments or improvements, you can send them to:
Harold Lanna
10106 Hearthrock Court
Richmond, Virginia 23233
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