Space Trek (Adapted from the original game written by Jake Commander for the TRS-80 Color Computer, originally published in Color Computer Magazine May 1983.) You are captain of the U.S.S. Enterprise. The Klingons have invaded the galaxy, intent on destroying the Federation. Only you can stop them! To win the game, destroy all the Klingons in the galaxy before time expires. GAMEPLAY: You can select a difficulty from 1 to 5. This affects the amount of time you have, the number of Klingons and their shield strength. INTERFACE: Your main play screen is a large tactical display at the center. This shows you a tactical view of your present quadrant. Objects in the quadrant include your ship, Klingon ships, stars, and star bases. On the left side of the display is the current star date, your quadrant and sector positions, and number of torpedoes. On the right side of the display is your condition bar, current power and shield strength. When you are in relatively safe conditions, the condition bar will be green. When Klingons are present, the condition bar will be red. During a magnetic storm, the condition bar will be yellow. Time passes whether you are doing commands or not, so don't leave the game idle! YOUR SHIP: Your ship, the U.S.S. Enterprise, is a powerful vessel armed with phasers and photon torpedoes and the latest in sensors and navigation systems. Your top notch crew will perform maintenance on your ship over time, making sure to repair damaged systems. Occasionally they'll even have a breakthrough and upgrade a ship system! Or have a catastrophic failure and cause a system to temporarily go offline. You'll receive notifications when either happens. A Star Base will repair any damaged system while you're docked. The U.S.S. Enterprise has a maximum of 5000 units of power. Movement, phasers, and shields all consume energy. To recharge your ship's energy store, stop at a Star Base. NAVIGATION: The galaxy is huge, divided into quadrants in an 8x8 grid. Each quadrant contains a number of Klingons, Star bases, and stars. Each quadrant itself is divided into sectors on a 16x16 grid. You have two methods of propulsion; impulse drive and warp drive. Impulse drive is used to move within a quadrant, sector by sector. You can also cross the quadrant boundary and enter a different quadrant via impulse. Warp drive allows you to move entire quadrants of space at high speeds. Navigation courses are provided with a number from 1-9, with the directions as follows: 8 1 2 7 + 3 6 5 4 So 1 is straight up, 2 is to the upper right, and so forth. Using decimals will use a course between the number course. Any value above 9 defaults to 1. FEATURES: Stars: These are obstacles that block torpedoes and ships. Klingons: The enemy. They will move towards you, firing their disruptors once they get into range. Occasionally they will also cloak, which allows them to move closer and evade your tactical scanners. Fortunately they can't attack while cloaked. Klingons also have photon torpedoes, which they will fire occasionally. If your shields are down when this happens, your ship will be destroyed! Star Bases: These provide repairs, refueling, and torpedoes to your ship. To do so, move the ship next to the base and you will automatically dock. While docked, your shields are dropped and the star base extends their shields to protect you. Klingons will try and destroy star bases, don't let that happen! Your communications officer will notify you if there is a star base under attack. Magnetic Storm: Once in awhile, a magnetic storm will strike, lasting potentially several star dates. When this happens, all your scanners and sensors will go out, rendering you mostly blind. Guided courses will be unavailable. You will be unable to raise shields as well, due to the magnetic interference. Phasers CAN be used but must be manually targeted. Your tactical display will remain but it will be largely useless, only offering hazy unclear spots for objects in the quadrant. Sometimes a sensor ghost or two will appear on the display, fooling you into thinking it's an enemy ship moving closer... On the plus side, your enemies are also affected and unable to find you as much as you can find them! Be careful using warp drive during a magnetic storm as well, there is a greatly increased likelihood of a warp flux. Also, you're not able to dock at a star base during a magnetic storm. COMMANDS: Commands are enacted by pressing the cooresponding number key. 1. Set Course Use impulse drive to move around the quadrant, or cross the quadrant boundary. Enter a course direction and a number of sectors to move. If your impulse drive is damaged, it may still work but limit you on how far you can move. 2. Warp Drive Use warp drive to jump whole quadrants. Your chief engineer has advised you to keep it to warp 4 and under if you can; there's always a small chance of a warp flux which will throw you off course and damage the engines. 3. Long-Range Scan Scan the adjacent quadrants for their contents. Also updates your charts. Cannot be used during a magnetic storm. 4. Fire Phasers Destroy Klingons with energy attacks! The U.S.S. Enterprise has three phaser banks, all or some of which may be operational at a given time. Phaser power is impacted by shield strength; the more power you have into defensive shields, the less phaser power is available. Enter units of power to expend. If the main computer is operational, a calculated range of power needed is given to destroy all enemies. The effectiveness of phasers is greatly reduced by distance, so avoid using them if the enemy is too far away! Phasers always target the closest Klingon under normal conditions. If Klingons are cloaked, or if a magnetic storm is present, you are instead asked to provide a specific targeted sector to aim at. Be certain that you're actually aiming at a Klingon! 5. Launch Torpedo Enter a course and watch it fly! Be careful not to hit Star Bases... Torpedoes will always destroy Klingons in one hit. The U.S.S. Enterprise can only carry a maximum of 10 torpedoes at a time, and they must be periodically restocked at a Star Base. 6. Raise/Lower Shields These defensive screens protect the U.S.S. Enterprise from being damaged by enemy attacks. Enter units of power, to a maximum of 500. To lower shields, set them to 0. Shields don't function during magnetic storms. Power expenditures increase for movement when shields are up, both at impulse and warp speeds. Phasers are also less effective; the more power you have on shields the less efficient your phasers are. If your shields are brought down by enemy fire, your shield coils will be damaged and you won't be able to re-raise them until they are repaired. 7. Damage Report Gives a read-out on all ship systems and their current status. 8. Main Computer The main computer offers a number of features to increase the chance of mission success. Magnetic storms prevent the guidance systems from functioning, so options 3-5 won't work during a storm. Computer commands are also enacted by pressing the cooresponding number key. Pressing 0 will return you to the man command menu. 1. Status Report Gives a report of how many Klingons remain, the target Stardate to complete your missions, and star bases destroyed. 2. Mission Record Displays your galaxy charts, showing each quadrants contents. 3. Guided Course Moves the ship to the targeted sector in the quadrant. If you enter 0 for the targeted row and column, it will cancel out. 4. Warp Course Warps you to the targeted quadrant. If you enter 0 for the targeted row and column, it will cancel out. 5. Guided Torpedo Calculates trajectories for up to three Klingon ships in quadrant and launches a torpedo at each one.