TRK(6) DOMAIN/IX SYS5 TRK(6)
NAME
trk - Star Trek game
USAGE
/usr/games/trk
DESCRIPTION
Trk is a game of space glory and war. Your mission is to
travel through the galaxy, destroying Klingon ships before
your time and resources expire. The game begins by asking
you to choose the length of your playing session. Valid
responses are: short, medium, and long. (Another possible
response, restart, is currently unsupported.) You are then
prompted for your skill level, to which you must respond
novice, fair, good, expert, commadore, or impossible. In
general, it is wise to choose novice and work your way up to
the next skill level. After you have responded, the game
asks you to enter a password. This password need not be the
one that you enter at login. However, you should remember
what you typed, because if you use the destruct command
later in the game, the same password that you entered at the
beginning of the game is required.
Following initial set-up, an arrangement similar to this
appears on your screen:
20 Klingons; it takes 250 units to kill a Klingon.
6 starbases at 7,5 4,1 4,3 6,1 2,8 3,6
0 1 2 3 4 5 6 7 8 9
0 . . . . . . . . . . 0 stardate 3300.00
1 . . . . . . . . . . 1 condition GREEN
2 . . . . E . . . . . 2 position 5,8/2,4
3 . . . . . . . . . . 3 warp factor 5.0
4 . . . . . . . . . . 4 total energy 5000
5 . . . . . . . . . * 5 torpedoes 10
6 . . . . . . . . . . 6 shields down, 100%
7 . . . . . . . . . 0 7 Klingons left 20
8 . . . . . . . . . . 8 time left 26.00
9 . . . . . . . . . . 9 life support active
0 1 2 3 4 5 6 7 8 9
Your ship is the Enterprise (represented by the E). An enemy
Klingon ship appears as a K on the screen. A B stands for a
starbase, * identifies a star, 0 shows an inhabited star
system, a blank represents a black hole, a dot is an empty
space, and a Q stands for another ship called the Faerie
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Queene.
For a list of the available commands, type a question mark
(?). The commands used by the game are summarized below. In
most cases, if you forget what a valid response to a prompt
should be, you can type a question mark and the game prints
all possible responses. Usually, you can type a command and
its argument all on the same line, instead of typing the
command first and then waiting for another prompt for each
argument.
OPTIONS
-a Scan on quadrant entry (autoscan).
-c Suppress the Command: prompt, and prompt with a
simple colon (:).
-r Suppress random messages.
COMMAND SUMMARY
! Return to the shell.
m Move the ship to another location. After typ-
ing m, you are prompted first for course and
then for distance. Course is in degrees from
0-360; distance can be specified in either
whole numbers or decimals. You may specify
the move, along with the course and distance,
all on the same line following the command
prompt -- or you may choose to be prompted
for each of these items. For example, suppose
you are currently located in quadrant 4,3 and
you want to move down to the quadrant 5,3. At
the command prompt, simply type m 180 1. Note
that this example is based on a traveling
speed of warp 5 (the default when you begin
the game). Actual rate of movement may vary
with your specified warp speed (see warp
below).
ram Ram a Klingon (or other object). This action
is usually a last resort to destroy a Klingon
ship, when you are under attack and have no
weaponry left; its use is always risky,
because of concurrent damages to your ship.
After typing ram, you are prompted for sector
and then sector quadrant of the Klingon ship.
A damage report always appears following a
ram. Take care in calculating these, as you
may hit another object (e.g., starbase, etc.)
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and thus bring about total destruction of
your ship.
q Make a query. You can make individual
inquiries about the st(ardate), c(ondition),
p(osition), w(arp), e(nergy), to(rpedo),
sh(ields), k(lingons), t(ime), l(ife),
cr(ew), and br(ig). These items are the same
ones listed when you enter a status command
(see below).
s Provide status information. When you type
this command, you get a listing that includes
the current stardate, condition (red, yellow,
green), position (quadrant, sector), warp
factor, total energy remaining, torpedoes
remaining, shield operability (percentage),
number of Klingons left, amount of time left,
amount of damage to life support systems
(including reserves), number of crew members,
and amount of space in the brig.
sh Put shields up or down. After you type sh,
the current status of the shields is reported
(i.e., up or down). You are prompted for a
response of up or down. The sh command and
its argument may be specified on the same
line.
s Do a short-range scan. An arrangement similar
to the one that appeared on your screen at
the beginning of the game will be presented.
This allows you to see the detail of the qua-
drant and sector in which your ship is
currently located.
l Do a long-range scan. This type of scan shows
the Enterprise at the middle of the display,
surrounded by adjacent quadrants. Consider,
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for example, the following:
-1- -2- -3- Long range scan for quadrant 7,2
6 3 3 9
7 #3 E1 1
8 5 101 7
The right-most column always represents the
number of stars and inhabited star systems in
the quadrant, the middle column shows the
Enterprise, and the left-most column identi-
fies a star base if a pound sign (#) is
shown, and the number of Klingon ships in the
quadrant if a number is shown. Note that, in
this example, 101 is shown in quadrant 8,2.
The zero in the center separates the two
ones, so that there is no question as to the
number of stars and Klingon ships (1 each).
The example can be interpreted as follows:
three stars in quadrant 6,1 and 6,2; nine
stars in quadrant 6,3; one star base and
three stars in quadrant 7,1; Enterprise and
one star in quadrant 7,2; one star in qua-
drant 7,3; five stars in quadrant 8,1; one
Klingon ship and one star in quadrant 8,2;
and seven stars in quadrant 8,3.
da Provide damage report. This command lists the
extent and nature of damages to the Enter-
prise. If no damages are apparent, it
reports all devices functional.
p Fire phasers. Generally, it takes 250 units
of power to destroy a Klingon ship. If your
shields have been damaged and are not operat-
ing at full capacity, you will be told that
power must be diverted from the shields in
order to fire phasers. You may then choose
manual or automatic mode for firing. If you
choose automatic, phasers are automatically
locked on a target. If you choose manual,
they are not. In either case, you must
specify the number of units to fire. A report
on the consequences of your action immedi-
ately follows.
quit Quit the game. The program asks you whether
or not you would like to play another game.
If you respond with a yes or y, a new set-up
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appears on your screen. If you respond with a
no or n, the program aborts and returns you
to the shell.
t Fire a torpedo. After you type t, you are
prompted for a torpedo course to which you
must respond in degrees (same as when you
move the ship). If you are unsure of the
exact course, use the computer to calculate
the trajectory for firing (see computer
below). Once you have supplied the course,
the program asks you whether or not you want
a burst; such a burst of fire could help in
circumstances where two Klingon ships are
adjacent and you want to try to destroy both
using one torpedo. You must, of course,
specify a burst angle before the firing actu-
ally takes place. The results of the firing
are reported immediately afterwards.
de Plant a detonator for subsequent firing of a
torpedo. After you type de, the program asks
you to specify a course for the torpedo to
follow, but does not fire the torpedo until
you type the t command (see above). This
means that the course is set, so when you do
type t to fire the torpedo, you are not
prompted for a course. Once a torpedo is
planted to fire at a specified target, you
cannot reset the target for that particular
torpedo.
cl Activate or deactivate cloaking device. This
device makes the Enterprise invisible to
Klingon ships. You may use it to move
stealthily from one place to another, but you
are warned that Federation regulations do not
permit attack while cloaked. This doesn't
mean that the program denies you the chance
to fire upon ships while you are cloaked, but
it does mean that you are penalized for doing
so. After typing cl, you must indicate up or
down.
c Request information from the ship's computer.
Available information includes: r(ecord) f
the galaxy for all long-range scans; m(ove)
to a specified quadrant and sector;
t(rajectory) of Klingon ships (including
course and distance) in your immediate area;
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c(ourse) degrees and distance to reach a qua-
drant and sector that you specify; s(core) in
number of Klingons killed, kill rate of
Klingons/stardate, penalty for remaining
Klingons or various violations, calls for
help, and stars and star systems destroyed;
p(haser effectiveness) at a given range;
w(arp cost) for a given distance and warp
factor; i(mpulse engine cost) for a given
distance; d(istress list) of all star systems
who have sent out calls for help during play;
b(ase) location of nearest star base;
k(alculator) for performing mathematical cal-
culations; and x and y coordinate informa-
tion.
w Set warp speed to increase or decrease amount
of time to travel from one place to another.
After you type w, the program prompts you for
a warp factor. Although you are not prevented
from typing any number, you are warned about
the damaging consequences of specifying any
warp factor greater than 6.
r Rest to allow time for necessary repairs. You
should only use this command when the ship
has been badly damaged. You may stop the ship
where it is and make repairs, or you can try
to get to a starbase if needed. After you
type r, the program prompts you for the
amount of time that you would like to rest.
To help calculate the amount of time needed
to make repairs, first get a damage report
(see da command). Repairs are begun immedi-
ately; reports on those that get completed
are then provided automatically.
do Dock the ship next to a starbase. This com-
mand resets and restores total energy (5000),
number of torpedos (10), shield energy
(100%), and number of current crew (387). In
order to dock, you must have a starbase in
your immediate quadrant, and you must be in
the sector immediately adjacent to it. (If a
starbase is not in sight, see the help com-
mand below.)
i Use impulse engines to move. After you type
i, you are prompted for course and distance.
Although the use of impulse engines sometimes
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consumes more total energy than warp power,
it is helpful for zeroing in on a particular
location, especially if you use the computer
to calculate the exact course and distance to
a particular area.
u Undock the ship from the starbase. Once you
type this command, you are ready to move away
from the starbase.
help Request help from a starbase. This command
searches for an available starbase, locates
it, and tries to move your ship adjacent to
it. Sometimes attempts for help turn out to
be futile, and you receive a message attempt
to rematerialize fails. The starbase makes a
total of three attempts to move you; if the
third try fails, the game ends and your score
is reported. (Furthermore, if the ship's
sub-space radio is out due to damages from
attack, no attempt to locate a starbase will
be made.) If the help succeeds, the Enter-
prise is docked next to the starbase.
v Perform a (very short-range) visual scan. The
program prompts you for direction of the
scan. Objects appearing at short distance in
that direction are reported usually as ques-
tion marks; unoccupied spaces appear as dots.
destruct Execute a self-destruct sequence. This com-
mand is useful for ending a game, when you
want to get an automatic report of your total
score (including penalties). It starts a
count-down, and when it reaches the middle,
prompts you for a password. This should be
the same password that you entered at the
beginning of the game. If it is not, the mes-
sage self-destruct sequence aborted appears,
and the game exits without reporting a score.
abandon Abandon ship. This action usually results in
your being put in charge of an antiquated but
still functional ship, the Faerie Queene. The
capabilities of the Faerie Queene are more
limited than those of the Enterprise, the
most notable being reduced total energy
(3000) and the lack of a shuttle craft (which
means that you cannot abandon the Faerie
Queene).
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