Version 2.0 - January 1981
Description: TREK is a space game for up to eight players. It requires VT100s equipped with the Advanced Video Option.
Cliff Zimmerman
ML1-4/F16
Maynard, Mass
(617)493-6294
4.0 STARSHIP COMPONENTS
4.1 Warp Drive
4.2 Directional Computer
4.3 Targeting Computer
4.4 Sensors
4.5 Library Computer
4.6 Target List
4.7 Weapons
5.0 THE CONSOLE
5.1 The Viewer
5.2 The Message Area And Status Line
5.3 The Command Keypad
6.0 THE COMMANDS
6.1 Immediate Commands
6.2 Common Commands
7.0 APPENDIX A - SHIP ORIENTATION DIAGRAM
8.0 APPENDIX B - DESCRIPTION OF OBJECTS
9.0 APPENDIX C - DIFFERENCES BETWEEN VERSIONS 1.0 AND 2.0
TREK is a space game for up to 8 players. It is designed for VT100 terminals that have the Advanced Video Option. Each player plays at a separate terminal logged into a separate job.
The game represents a battle between the United Federation of Planets and the Klingon Empire. The object is to drive the opposing side from the galaxy by capturing planets and destroying enemy bases and ships.
The first player to run the game selects either a tournament game or a random game. In tournament games the locations of objects are the same from run to run. To select a tournament game, enter a number from 1 to 9. Enter any other character to select a random game.
A list of ships in play is displayed, followed by a list of available ships. Select the ship you want to control by entering its initial.
If you attempt to enter the game when another player is starting up, you may be asked to stand by until the other player is finished.
Each side begins with four starships and four starbases. The ships operate automatically until a player enters the game and takes control of one of them. The player retains control until he or she leaves the game or until the ship is destroyed.
Ships operating automatically perform normal ship functions. They may attack enemy ships, capture planets, and come to the aid of other ships. They may also attack enemy bases when their side controls more than eight planets.
The starbases serve as refueling points for the ships, as do captured planets. Bases and captured planets attack enemy ships and inform friendly ships when enemies are nearby.
Captured planets look for opportunities to rebel. The fewer bases and planets you control, the more likely your planets are to rebel.
The ship you command is an object in three-dimensional space. You may rotate and move the ship anywhere in the galaxy.
The galaxy has no external reference grid. The location of an object in space is always given relative to the ship you command.
An object location is given as a bearing, an elevation, and a range. The bearing and elevation are simple spherical coordinates. Looking forward along the long axis of the ship, the bearing is the angle to the left or right (negative on the left, positive on the right) and the elevation is the angle up or down (negative is down, positive is TREK Version 2.0 Page 2
up). The range is the absolute distance from your ship to an object. See the diagram in Appendix A.
Each ship begins with 3000 units of ship energy and 2000 units of shield energy, although the total may be somewhat less at the time control is taken. Ship energy is expended when the ship is moved, when weapons are fired, or when energy is transferred from ship to ship. Shield energy is expended when the shields absorb hits from enemy weapons. The shields require at least 100 units of energy or they collapse. When shields are down the effect of enemy weapons is doubled. Energy loss continues until ship energy goes negative and the ship explodes.
Ships may be refueled at starbases or friendly planets. In emergencies energy may be transferred from ship to ship.
The warp engines move the ship forward or backward. The distance moved depends upon the warp factor. Initially, the distance is equal to 2 to the power of the warp factor. Warp 0 moves the ship 1 unit, warp 9 moves the ship 512 units. You can change the distances associated with the warp factors.
The energy cost is computed in milliunits equal to the distance squared.
The directional computer controls the orientation of the ship. It is activated whenever the ship is rotated. Changing the orientation of the ship changes the relative location of every other object in space.
The targeter controls, among other things, the direction of weapons fire and long range sensor scans. It is analogous to a gun turret that can be aimed in any direction relative to the ship. When the ship orientation changes the target orientation also changes, except when the target is locked on an object.
The ship has short range sensors that scan in every direction and long range sensors that scan in the target direction.
The library computer maintains a catalog of the last known positions of objects. The library represents a pool of information shared by all of the ships on a side. Initially the library contains the locations of your starbases and the ships on your side. Thereafter any object scanned by the sensors is automatically cataloged into the library. Stars and planetary interceptors are not cataloged.
The target list connects the sensors and the library with the targeter and the directional computer. The target list contains up to four objects obtained from either the sensors or the library. Coordinates from the list can be fed directly into the target and directional computers by referencing the number that precedes the list entry.
The ship is equipped with phasers and photon torpedoes. Both weapons apply energy to a target that must be absorbed by the target's shields. Phaser energy may be anything from 1 to 1000 units (default is 200 units). Torpedo energy is fixed at 200 units per torpedo.
Phasers have a maximum range of 1024 units. Torpedoes have a maximum range of 2048 units.
Phasers have a firing cost computed in milliunits equal to the phaser energy squared. In addition, there is a time delay in milliseconds equal to a hundredth of the firing cost to allow the phasers to cool and recharge. Torpedoes have a fixed launch cost of 20 units.
The viewer at the top of the screen displays the forward view into space along the long axis of the ship. The cursor in the center of the viewer is the 0,0 point for bearing and elevation measurements. If the target is within the range of the viewer but not at the center it is displayed as a second cursor.
The numbers along the top and bottom of the viewer frame are bearing angles. The numbers along the sides are elevation angles.
See Appendix B for a description of objects as they appear in the viewer.
The message area at the lower left contains a status line and a blank area for messages. The target list is displayed here. The status line contains displays for ship energy, shield energy and status, and warp factor. The shaded field is the command echo area.
The command keypad at the lower right corresponds to the VT100 numeric keypad.
There are immediate commands and common commands. Immediate commands are executed as soon as the command key is pressed. Common commands are executed when the EXE key is pressed. To repeat a command press the EXE key again.
The four function keys at the top of the keypad activate the short range sensor. A short range scan scans space for any object of a given type within 1024 distance units of the ship, as follows:
PF1 | Scan for Federation starships and bases |
PF2 | Scan for Klingon cruisers and bases |
PF3 | Scan for planets and interceptors |
PF4 | Scan for any of the above |
Note that stars are ignored by the short range sensors.
The LR SCAN key activates the long range sensor. A long range scan scans at the target coordinates for the nearest object within 2048 distance units.
The common command format is a command abbreviation followed by one, two, or no modifiers. The modifiers may be one or two numbers or a combination of a direction and a number.
The command abbreviation is one or two letters. If the abbreviation contains two letters, both must be entered. A command can also be entered from the keypad by pressing the appropriate keypad key.
Numbers, including the minus sign, can be entered from the keypad or from the main keyboard. Two numbers are separated by a period, a tab, or a space.
If two numbers represent bearing and elevation, the bearing is the first number, the elevation the second number.
Directions are entered using the arrow keys or the special function (PF) keys on the keypad. The PF keys are functionally identical to the arrow keys. You may enter direction and number or number and direction.
The keypad ERA key erases a single field.
The common commands are listed below:
AL | LIST ALL OBJECTS IN THE LIBRARY | ||||||||||||||
Moves objects from the library to the target list and displays them four at a time. If more than four objects are available, the keypad MOR key will flash. Press the MOR key to see the next group of four. | |||||||||||||||
AS | REQUEST ASSISTANCE (SEE RA) | ||||||||||||||
BA | LIST ALL BASES AND FRIENDLY PLANETS | ||||||||||||||
BN | LIST THE NEAREST BASE AND THE NEAREST FRIENDLY PLANET | ||||||||||||||
CA | CAPTURE A PLANET | ||||||||||||||
Planet must be within 512 units of the ship. The
planet will defend itself by sending up interceptors. When the
interceptors are destroyed, enter CA again to complete the
capture.
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FB | LIST ALL FEDERATION BASES IN THE LIBRARY | ||||||||||||||
FE | LIST ALL FEDERATION OBJECTS IN THE LIBRARY | ||||||||||||||
FP | LIST ALL FEDERATION PLANETS IN THE LIBRARY | ||||||||||||||
FS | LIST ALL FEDERATION SHIPS IN THE LIBRARY | ||||||||||||||
HE | DISPLAY HELP TEXTS DESCRIBING COMMANDS | ||||||||||||||
HE and H display a list of commands. For help on a specific command, enter the command and a question mark. | /tr>|||||||||||||||
KB | LIST ALL KLINGON BASES IN THE LIBRARY | ||||||||||||||
KL | LIST ALL KLINGON OBJECTS IN THE LIBRARY | ||||||||||||||
KP | LIST ALL KLINGON PLANETS IN THE LIBRARY | ||||||||||||||
KS | LIST ALL KLINGON SHIPS IN THE LIBRARY | ||||||||||||||
LI | SEARCH FOR A SPECIFIC OBJECT | ||||||||||||||
Searches the library for a planet or base having a
specific number. If no number is given, redisplays the target
list.
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LO | LOCK ON AN OBJECT | ||||||||||||||
Object must be within 1024 units. The lock is broken
when the object moves out of range or the target is repositioned.
Target is reset to 0,0 when the lock is broken.
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MO | MOVE THE SHIP (ROLL THE SHIP) | ||||||||||||||
Move the ship forward (up arrow) or backward (down
arrow), or in the target direction, or toward a listed object, or
toward a specific bearing and elevation. Movement is at the
current warp factor. Warp factor may be overridden if moving
forward or backward.
Movement left or right is interpreted as a roll (rotation along the long axis) and must be followed by an angle.
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NP | LIST ALL NEUTRAL PLANETS IN THE LIBRARY | ||||||||||||||
PH | FIRE PHASERS AT TARGETED OBJECT | ||||||||||||||
You may specify phaser energy from 1 to 1000.
Default is 200 units.
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PL | LIST ALL PLANETS IN THE LIBRARY | ||||||||||||||
Q | QUIT (EXIT FROM THE GAME) | ||||||||||||||
R | CLEAR AND REDISPLAY THE SCREEN | ||||||||||||||
RA | SOUND RED ALERT | ||||||||||||||
RA, YA, SA, and AS relay your ship status to other ships on your side. RA (red alert) and AS (request assistance) cause automatic ships to come to your aid. If an automatic ship finds you in a low energy state, it will transfer energy to you. YA (yellow alert) and SA (secure from alert) cancel RA and AS. | |||||||||||||||
RE | REFUEL AND RELOAD | ||||||||||||||
Ship must be within 512 units of starbase or friendly planet. Refuel rate is 500 units at starbases, 250 units at planets. Reload rate is 5 torpedoes at starbases, 3 torpedoes at planets. | |||||||||||||||
RF | RAPID-FIRE WEAPONS | ||||||||||||||
Turns the keypad phaser and torpedo keys into
immediate commands. When in rapid fire mode, pressing the phaser
key fires the phasers, pressing the torpedo key fires torpedos.
Phaser energy up to 1000 and torpedo count up to 3 may be
specified. Default is 200 unit phaser and 1 torpedo. Enter RF
alone to return to normal mode.
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RO | ROTATE THE SHIP | ||||||||||||||
Rotate the ship in a specific direction, or in the
target direction, or toward a listed object, or toward a specific
bearing and elevation. Rotation in a direction may be followed by
an angle. If no angle is given, the targeter searches for an
object in the given direction and the ship is rotated toward the
nearest object found.
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RT | REFRESH WITH VT100 SELF-TEST | ||||||||||||||
Invokes the VT100 self-test routine and then refreshes the display. If the terminal appears to be displaying the wrong characters, RT may correct the problem. | |||||||||||||||
SA | SECURE FROM ALERT (SEE RA) | ||||||||||||||
SE | SEND A MESSAGE | ||||||||||||||
Send a message to one or more ships. Displays
initial of your ship and a colon in the message area. Enter your
message and type EXE to send. Keypad ERA key cancels the
command.
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SH | SET SHIELDS | ||||||||||||||
Raise or lower shields. Set shields to a specific
energy (difference is taken from or released to ship energy).
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ST | DISPLAY ACTIVE STATUS | ||||||||||||||
Displays the number of ships, bases, and captured planets available to each side. | |||||||||||||||
TA | SET THE TARGET | ||||||||||||||
Target on an object, or in a specific direction, or
toward a bearing and elevation. TA followed by no modifiers
causes the targeter to search the viewer for the object that is
closest to the current target position. TA with a direction but
no angle restricts the search to the given direction. If the
current target position is not within range of the viewer, TA with
no modifiers resets the target to 0,0.
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TO | FIRE PHOTON TORPEDOES | ||||||||||||||
Fire from 1 to 3 torpedoes in the target direction.
Default is 1 torpedo.
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TR | TRANSFER ENERGY TO ANOTHER SHIP | ||||||||||||||
Up to 1000 units of ship energy may be transferred.
The transferring ship first targets on the receiving ship. Both
ships must have their shields down. If the receiving ship has
shields up, the shields will absorb the energy.
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US | DISPLAY A LIST OF CURRENT PLAYERS | ||||||||||||||
WR | SET WARP FACTOR | ||||||||||||||
Sets the warp factor. If a distance is given, the
distance is assigned to the warp factor. WR with no modifiers
displays current warp settings.
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X | EXIT FROM THE PROGRAM | ||||||||||||||
If you exit via the X or Q command, or if you control-C out, or if your ship is destroyed, you must wait 2 minutes before reentering the game. | |||||||||||||||
YA | SOUND YELLOW ALERT (SEE RA) |
+Z(up) P(object) . . . +X(forward) A . r . -Y(left) B . e b . O . . -X(reverse) . +Y(right) -Z(down)
Draw lines connecting the dots next to the following points:
+X and -X | +Y and -Y | +Z and -Z | |
O and P | O and A | P and A | A and B |
The ship faces forward along line X. In the viewer, the line Z is up and down, the line Y is left to right.
The angles OBA, OAP, and PAB are right angles.
The object P is in the upper left of the viewer. Its bearing angle is the angle between lines OA and OB. Its elevation is the angle between lines OP and OA. Its range is the distance from point O to point P.
In this case P has a negative bearing (to the left of center) and a positive elevation (above center).
Objects are displayed in the viewer as follows:
Federation starbase | O=O=O | ooo |
Klingon Starbase | 8=8=8 | === |
Federation Starship | o-V-o | -v- |
Klingon Star Cruiser | o-0-o | -o- |
Planet | (@) | o |
Interceptor | IoI | H |
Star | * | * |
The further away an object is, the smaller it becomes. All objects except stars eventually disappear.
The main difference between versions 1.0 and 2.0 is that all eight ships are active in version 2.0. In version 1.0 the only active ships were the players' ships. As a consequence, the objective of the game has changed in that it is officially over when all four ships on a side have been destroyed.
Another major difference is that a new queueing mechanism is used in version 2.0. The old routines sometimes caused illegal UUOs or lock-ups with LED L1 on. This shouldn't happen in version 2.0.
Other differences are that planets can rebel in version 2.0, you can set rapid-fire mode phaser energy and torpedo counts, messages are displayed at the bottom of the screen, and there are a few new commands. The ST command has changed its meaning from self-test to status. RT replaces it. Also, an option has been added that allows the KL version of the game to be compiled to run on KI's.