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                            *      *   *    *****    *   *


                                         by

                                     Eric Allman
                              University of California
                                      Berkeley




































          STAR TREK                                                       1



                                    INTRODUCTION

              Well,  the  federation  is once again at war with the Klingon
          empire.  It is up to you, as captain of the U.S.S. Enterprise, to
          wipe out the invasion fleet and save the Federation.

              For  the  purposes  of the game the galaxy is divided into 64
          quadrants on an eight by eight grid, with  quadrant  0,0  in  the
          upper  left  hand corner.  Each quadrant is divided into 100 sec-
          tors on a ten by ten  grid.   Each  sector  contains  one  object
          (e.g., the Enterprise, a Klingon, or a star).

              Navigation is handled in degrees, with zero being straight up
          and ninty being to the right.  Distances are  measured  in  quad-
          rants.  One tenth quadrant is one sector.

              The  galaxy  contains  starbases,  at  which  you can dock to
          refuel, repair damages, etc.  The  galaxy  also  contains  stars.
          Stars  usually have a knack for getting in your way, but they can
          be triggered into going nova by shooting a photon torpedo at one,
          thereby  (hopefully)  destroying  any adjacent Klingons.  This is
          not a good  practice  however,  because  you  are  penalized  for
          destroying  stars.   Also,  a  star  will sometimes go supernova,
          which obliterates an entire quadrant.  You must never stop  in  a
          supernova quadrant, although you may "jump over" one.

              Some starsystems have inhabited planets.  Klingons can attack
          inhabited planets and enslave the populace, which they  then  put
          to work building more Klingon battle cruisers.

































          STAR TREK                                                       2



                                STARTING UP THE GAME

              To request the game, issue the command

                      /usr/games/trek

          from  the  shell.   If a filename is stated, a log of the game is
          written onto that file.  If omitted, the file is not written.  If
          the  "-a"  flag  is  stated  before  the  filename,  that file is
          appended to rather than created.

              The game will ask you what length game you would like.  Valid
          responses  are "short", "medium", and "long".  Ideally the length
          of the game does not affect the  difficulty,  but  currently  the
          shorter  games  tend  to be harder than the longer ones.  You may
          also type "restart", which restarts a previously saved game.

              You will then be prompted for the skill, to  which  you  must
          respond  "novice",  "fair",  "good",  "expert",  "commadore",  or
          "impossible".  You should start out with a novice  and  work  up,
          but  if  you  really want to see how fast you can be slaughtered,
          start out with an impossible game.

              In general, throughout the game, if you forget what is appro-
          priate the game will tell you what it expects if you just type in
          a question mark.

              To get a copy of these rules, execute the command

                      nroff /usr/games/trekmanual.nr
































          STAR TREK                                                       3



                                  ISSUING COMMANDS

              If the game expects you to  enter  a  command,  it  will  say
          "Command: "  and  wait  for  your response.  Most commands can be
          abbreviated.

              At almost any time you can type more  than  one  thing  on  a
          line.   For  example,  to  move straight up one quadrant, you can
          type
                      move 0 1
          or you could just type
                      move
          and the game would prompt you with
                      Course:
          to which you could type
                      0 1
          The "1" is the distance, which could  be  put  on  still  another
          line.   Also,  the  "move"  command  could  have been abbreviated
          "mov", "mo", or just "m".

              If you are partway through a  command  and  you  change  your
          mind, you can usually type "-1" to cancel the command.

              Klingons  generally  cannot hit you if you don't consume any-
          thing (e.g., time or energy), so  some  commands  are  considered
          "free".  As soon as you consume anything though -- POW!




































          STAR TREK                                                       4



                                    THE COMMANDS



          ********************
          * Short Range Scan *
          ********************

                  Mnemonic: srscan
                  Shortest Appreviation: s
                  Full Commands: srscan
                                 srscan yes/no
                  Consumes: nothing

              The  short range scan gives you a picture of the quadrant you
          are in, and (if you say "yes") a status report which tells you  a
          whole  bunch  of  interesting stuff.  You can get a status report
          alone by using the _s_t_a_t_u_s command.  An example follows:

              Short range sensor scan
                0 1 2 3 4 5 6 7 8 9
              0 . . . . . . . * . * 0   stardate      3702.16
              1 . . E . . . . . . . 1   condition     RED
              2 . . . . . . . . . * 2   position      0,3/1,2
              3 * . . . . # . . . . 3   warp factor   5.0
              4 . . . . . . . . . . 4   total energy  4376
              5 . . * . * . . . . . 5   torpedoes     9
              6 . . . @ . .   . . . 6   shields       down, 78%
              7 . . . . . . . . . . 7   Klingons left 3
              8 . . . K . . . . . . 8   time left     6.43
              9 . . . . . . * . . . 9   life support  damaged, reserves = 2.4
                0 1 2 3 4 5 6 7 8 9
              Distressed Starsystem Marcus XII

              The cast of characters is as follows:
                      E  the hero
                      K  the villain
                      #  the starbase
                      *  stars
                      @  inhabited starsystem
                      .  empty space
                         a black hole

              The name of the starsystem is  listed  underneath  the  short
          range  scan.   The  word "distressed", if present, means that the
          starsystem is under attack.

              Short range scans are absolutely free.  They use no time,  no
          energy,  and  they  don't give the Klingons another chance to hit
          you.












          STAR TREK                                                       5



          *****************
          * Status Report *
          *****************

                  Mnemonic: status
                  Shortest Abbreviation: st
                  Consumes: nothing

              This command gives you information about the  current  status
          of the game and your ship, as follows:

              Stardate -- The current stardate.

              Condition -- as follows:
                      RED -- in battle
                      YELLOW -- low on energy
                      GREEN -- normal state
                      DOCKED -- docked at starbase
                      CLOAKED -- the cloaking device is activated

              Position -- Your current quadrant and sector.

              Warp Factor -- The speed you will move at when you move under
                  warp power (with the _m_o_v_e command).

              Total Energy -- Your energy reserves.  If they drop to  zero,
                  you die.  Energy regenerates, but the higher the skill of
                  the game, the slower it regenerates.

              Torpedoes -- How many photon torpedoes you have left.

              Shields -- Whether your shields  are  up  or  down,  and  how
                  effective  they  are if up (what percentage of a hit they
                  will absorb).

              Klingons Left -- Guess.

              Time Left -- How long the Federation can hold out if you  sit
                  on  your  fat  ass  and do nothing.  If you kill Klingons
                  quickly, this number goes up, otherwise,  it  goes  down.
                  If it hits zero, the Federation is conquered.

              Life  Support  --  If "active", everything is fine.  If "dam-
                  aged", your reserves tell you how long you have to repair
                  your life support or get to a starbase before you starve,
                  suffocate, or something equally unpleasant.

              Current Crew -- The number of crew members left.   This  fig-
                  ures does not include officers.

              Brig  Space  --  The space left in your brig for Klingon cap-
                  tives.










          STAR TREK                                                       6



              Klingon Power -- The number of units needed to kill  a  Klin-
                  gon.  Remember, as Klingons fire at you they use up their
                  own energy, so you probably need somewhat less than this.

              Skill,  Length  --  The  skill and length of the game you are
                  playing.

              Status information is absolutely free.



          *******************
          * Long Range Scan *
          *******************

                  Mnemonic: lrscan
                  Shortest Abbreviation: l
                  Consumes: nothing

              Long range scan gives you information about the  eight  quad-
          rants  that surround the quadrant you're in.  A sample long range
          scan follows:

                      Long range scan for quadrant 0,3

                           2     3     4
                        -------------------
                        !  *  !  *  !  *  !
                        -------------------
                      0 ! 108 !   6 !  19 !
                        -------------------
                      1 !   9 ! /// !   8 !
                        -------------------


              The three digit numbers tell the number  of  objects  in  the
          quadrants.   The  units digit tells the number of stars, the tens
          digit the number of starbases, and the hundreds digit is the num-
          ber  of  Klingons.   "*" indicates the negative energy barrier at
          the edge of the galaxy, which you cannot enter.  "///" means that
          that is a supernova quadrant and must not be entered.



          *****************
          * Damage Report *
          *****************

                  Mnemonic: damages
                  Shortest Abbreviation: da
                  Consumes: nothing

              A  damage  report  tells you what devices are damaged and how









          STAR TREK                                                       7



          long it will take to repair them.  Repairs  proceed  faster  when
          you are docked at a starbase.



          *******************
          * Set Warp Factor *
          *******************

                  Mnemonic: warp
                  Shortest Abbreviation: w
                  Full Command: warp factor
                  Consumes: nothing

              The  warp  factor  tells  the speed of your starship when you
          move under warp power (with the _m_o_v_e command).   The  higher  the
          warp factor, the faster you go, and the more energy you use.

              The  minimum  warp factor is 1.0 and the maximum is 10.0.  At
          speeds above warp 6 there is danger of  the  warp  engines  being
          damaged.   The  probability  of  this  increases  at  higher warp
          speeds.  Above warp 9.0 there is a  chance  of  entering  a  time
          warp.



          *************************
          * Move Under Warp Power *
          *************************

                  Mnemonic: move
                  Shortest Abbreviation: m
                  Full Command: move course distance
                  Consumes: time and energy

              This  is  the  usual way of moving.  The course is in degrees
          and the distance is in quadrants.  To move one sector  specify  a
          distance of 0.1.

              Time  is  consumed proportionately to the inverse of the warp
          factor squared, and directly to the distance.  Energy is consumed
          as  the  warp factor cubed, and directly to the distance.  If you
          move with your shields up it doubles the amount  of  energy  con-
          sumed.

              When  you  move in a quadrant containing Klingons, they get a
          chance to attack you.

              The computer detects navigation errors.  If the  computer  is
          out, you run the risk of running into things.

              The  course  is  determined  by the Space Inertial Navigation
          System [SINS].   As  described  in  Star  Fleet  Technical  Order









          STAR TREK                                                       8



          TO:02:06:12,  the  SINS is calibrated, after which it becomes the
          base for navigation.  If damaged, navigation becomes  inaccurate.
          When  it  is  fixed, Spock recalibrates it, however, it cannot be
          calibrated extremely accurately until you dock at starbase.



          ****************************
          * Move Under Impulse Power *
          ****************************

                  Mnemonic: impulse
                  Shortest Abbreviation: i
                  Full Command: impulse course distance
                  Consumes: time and energy

              The impulse engines give you a chance to maneuver  when  your
          warp  engines  are  damaged;  however,  they  are incredibly slow
          (0.095 quadrants/stardate).  They require 20 units of  energy  to
          engage, and ten units per sector to move.

              The  same  comments  about the computer and the SINS apply as
          above.

              There is no penalty to move under impulse power with  shields
          up.



          *********************
          * Deflector Shields *
          *********************

                  Mnemonic: shields
                  Shortest Abbreviation: sh
                  Full Command: shields up/down
                  Consumes: energy

              Shields protect you from Klingon attack and nearby novas.  As
          they protect you, they weaken.  A shield which is  78%  effective
          will absorb 78% of a hit and let 22% in to hurt you.

              The Klingons have a chance to attack you every time you raise
          or lower shields.  Shields do not rise and lower instantaneously,
          so  the  hit  you receive will be computed with the shields at an
          intermediate effectiveness.

              It takes energy to raise shields, but not to drop them.














          STAR TREK                                                       9



          *******************
          * Cloaking Device *
          *******************

                  Mnemonic: cloak
                  Shortest Abbreviation: cl
                  Full Command: cloak up/down
                  Consumes: energy

              When you are cloaked, Klingons cannot see you, and hence they
          do  not fire at you.  They are useful for entering a quadrant and
          selecting a good  position,  however,  weapons  cannot  be  fired
          through  the cloak due to the huge energy drain that it requires.

              The cloak up command only starts the cloaking process;  Klin-
          gons  will  continue  to fire at you until you do something which
          consumes time.



          ****************
          * Fire Phasers *
          ****************

                  Mnmemonic: phasers
                  Shortest Abbreviation: p
                  Full Commands: phasers automatic amount
                                 phasers manual amt1 course1 spread1 ...
                  Consumes: energy

              Phasers are energy weapons; the energy comes from your ship's
          reserves  ("total energy" on a srscan).  It takes about 250 units
          of hits to kill a Klingon.  Hits are cumulative as  long  as  you
          stay in the quadrant.

              Phasers  become less effective the further from a Klingon you
          are.  Adjacent Klingons receive about 90% of what  you  fire,  at
          five  sectors about 60%, and at ten sectors about 35%.  They have
          no effect outside of the quadrant.

              Phasers cannot be fired while shields are up; to do so  would
          fry you.  They have no effect on starbases or stars.

              In  automatic  mode the computer decides how to divide up the
          energy among the Klingons present; in manual  mode  you  do  that
          yourself.

              In manual mode firing you specify a direction, amount (number
          of units to fire) and spread (0 ->  1.0)  for  each  of  the  six
          phaser banks.  A zero amount terminates the manual input.












          STAR TREK                                                      10



          *************************
          * Fire Photon Torpedoes *
          *************************

                  Mnemonic: torpedo
                  Shortest Abbreviation: t
                  Full Command: torpedo course [yes/no] [burst angle]
                  Consumes: torpedoes

              Torpedoes  are  projectile  weapons  --  there are no partial
          hits.  You either hit your target or you don't.  A hit on a Klin-
          gon  destroys  him.   A  hit on a starbase destroys that starbase
          (woops!).  Hitting a star usually causes it to go nova, and occa-
          sionally supernova.

              Photon  torpedoes  cannot  be  aimed  precisely.  They can be
          fired with shields up, but they get even more random as they pass
          through the shields.

              Torpedoes  may  be  fired  in  bursts  of  three.  If this is
          desired, the burst angle is the angle between  the  three  shots,
          which  may  vary  from one to fifteen.  The word "no" says that a
          burst is not wanted; the word "yes"  (which  may  be  omitted  if
          stated  on  the  same  line  as  the course) says that a burst is
          wanted.

              Photon torpedoes have no effect outside the quadrant.



          ****************************
          * Onboard Computer Request *
          ****************************

                  Mnemonic: computer
                  Shortest Abbreviation: c
                  Full Command: computer request; request;...
                  Consumes: nothing

              The computer command gives you access to  the  facilities  of
          the  onboard computer, which allows you to do all sorts of fasci-
          nating stuff.  Computer requests are:

              score -- Shows your current score.

              course quad/sect -- Computes the  course  and  distance  from
                  whereever  you  are  to  the given location.  If you type
                  "course /x,y" you will be given the course to sector  x,y
                  in the current quadrant.

              move  quad/sect  --  Identical  to the course request, except
                  that the move is executed.










          STAR TREK                                                      11



              chart -- prints a chart of the known galaxy, i.e., everything
                  that you have seen with a long range scan.  The format is
                  the same as on a long range scan, except that "..." means
                  that  you  don't  yet know what is there, and ".1." means
                  that you know that a starbase exists, but you don't  know
                  anything else.  "$$$" mans the quadrant that you are cur-
                  rently in.

              trajectory -- prints the course and distance to all the Klin-
                  gons in the quadrant.

              warpcost  dist  warp_factor  -- computes the cost in time and
                  energy to move `dist' quadrants at warp `warp_factor'.

              impcost dist -- same as warpcost for impulse engines.

              pheff range -- tells how effective  your  phasers  are  at  a
                  given range.

              distresslist  --  gives  a list of currently distressed star-
                  bases and starsystems.

              More than one request may be stated on a line  by  seperating
          them with semicolons.



          ********************
          * Dock at Starbase *
          ********************

                  Mnemonic: dock
                  Shortest Abbreviation: do
                  Consumes: nothing

              You  may  dock at a starbase when you are in one of the eight
          adjacent sectors.

              When you dock you are resupplied with energy,  photon  torpe-
          does, and life support reserves.  Repairs are also done faster at
          starbase.  Any prisoners you have taken are unloaded.  You do not
          recieve points for taking prisoners until this time.

              Starbases  have  their own deflector shields, so you are safe
          from attack while docked.



          ************************
          * Undock from Starbase *
          ************************

                  Mnemonic: undock









          STAR TREK                                                      12



                  Shortest Abbreviation: u
                  Consumes: nothing

              This just allows you to leave starbase so that you  may  pro-
          ceed on your way.



          ********
          * Rest *
          ********

                  Mnemonic: rest
                  Shortest Abbreviation: r
                  Full Command: rest time
                  Consumes: time

              This command allows you to rest to repair damages.  It is not
          advisable to rest while under attack.



          **************************
          * Call Starbase For Help *
          **************************

                  Mnemonic: help
                  Shortest Abbreviation: help
                  Consumes: nothing

              You may call starbase  for  help  via  your  subspace  radio.
          Starbase  has  long  range transporter beams to get you.  Problem
          is, they can't always rematerialize you.

              You should avoid using this command unless absolutely  neces-
          sary,  for the above reason and because it counts heavily against
          you in the scoring.



          *******************
          * Capture Klingon *
          *******************

                  Mnemonic: capture
                  Shortest Abbreviation: ca
                  Consumes: time

              You may request that a  Klingon  surrender  to  you.   If  he
          accepts,  you get to take captives (but only as many as your brig
          can hold).  It is good if you do this, because you get points for
          captives.   Also,  if  you ever get captured, you want to be sure
          that the Federation has prisoners to exchange for you.









          STAR TREK                                                      13



              You must go to a starbase to turn over your prisoners to Fed-
          eration authorities.



          ***************
          * Visual Scan *
          ***************

                  Mnemonic: visual
                  Shortest Abbreviation: v
                  Full Command: visual course
                  Consumes: time

              When  your  short  range  scanners are out, you can still see
          what is out "there" by doing a visual scan.   Unfortunately,  you
          can  only see three sectors at one time, and it takes 0.005 star-
          dates to perform.

              The three sectors in the  general  direction  of  the  course
          specified are examined and displayed.



          ****************
          * Abandon Ship *
          ****************

                  Mnemonic: abandon
                  Shortest Abbreviation: abandon
                  Consumes: nothing

              The  officers  escape the Enterprise in the shuttlecraft.  If
          the transporter is working and there is an inhabitable starsystem
          in  the  area,  the  crew beams down, otherwise you leave them to
          die.  You are given an old  but  still  usable  ship,  the  Faire
          Queene.



          *******
          * Ram *
          *******

                  Mnemonic: ram
                  Shortest Abbreviation: ram
                  Full Command: ram course distance
                  Consumes: time and energy

              This command is identical to "move", except that the computer
          doesn't stop you from making navigation errors.

              You get very nearly slaughtered if you ram anything.









          STAR TREK                                                      14



          *****************
          * Self Destruct *
          *****************

                  Mnemonic: destruct
                  Shortest Abbreviation: destruct
                  Consumes: everything

              Your starship  is  self-destructed.   Chances  are  you  will
          destroy  any  Klingons  (and  stars,  and starbases) left in your
          quadrant.



          **********************
          * Terminate the Game *
          **********************

                  Mnemonic: terminate
                  Shortest Abbreviation: terminate
                  Full Command: terminate yes/no

              Cancels the current game.  No  score  is  computed.   If  you
          answer yes, a new game will be started, otherwise trek exits.



          ******************
          * Call the Shell *
          ******************

                  Mnemonic: shell
                  Shortest Abbreviation: shell

              Temporarily  escapes  to  the shell.  When you log out of the
          shell you will return to the game.


























          STAR TREK                                                      15



                                       SCORING

                  The scoring algorithm is rather complicated.   Basically,
              you  get  points  for each Klingon you kill, for your Klingon
              per stardate kill rate, and a bonus if you win the game.  You
              lose  points for the number of Klingons left in the galaxy at
              the end of the game, for getting killed, for each star, star-
              base,  or  inhabited  starsystem you destroy, for calling for
              help, and for each casualty you incur.

                  You will be promoted if you play  very  well.   You  will
              never  get  a  promotion  if  you  call for help, abandon the
              Enterprise, get  killed,  destroy  a  starbase  or  inhabited
              starsystem, or destroy too many stars.
















































          STAR TREK                                                      16



                                     REFERENCE PAGE


              _C_o_m_m_a_n_d                             _U_s_e_s                _C_o_n_s_u_m_e_s

              ABANDON                             shuttlecraft,       -
                                                    transporter
              CApture                             subspace radio      time
              CLoak Up/Down                       cloaking device     energy
              Computer request; request;...       computer            -
              DAmages                             -                   -
              DESTRUCT                            computer            -
              DOck                                -                   -
              HELP                                subspace radio      -
              Impulse course distance             impulse engines,    time, energy
                                                   computer, SINS
              Lrscan                              L.R. sensors        -
              Move course distance                warp engines,       time, energy
                                                    computer, SINS
              Phasers Automatic amount            phasers, computer   energy
              Phasers Manual amt1 course1 spread1 ...                 phasersenergy
              Torpedo course [Yes] angle/No       torpedo tubes       torpedoes
              RAM course distance                 warp engines,       time, energy
                                                    computer, SINS
              Rest time                           -                   time
              SHELL                               -                   -
              SHields Up/Down                     shields             energy
              Srscan [Yes/No]                     S.R. sensors        -
              STatus                              -                   -
              TERMINATE Yes/No                    -                   -
              Undock                              -                   -
              Visual course                       -                   time
              Warp warp_factor                    -                   -

























