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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



Printed 12/4/86                                             TRK-1







TRK(6)                   DOMAIN/IX SYS5                    TRK(6)



     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.)



TRK-2                                             Printed 12/4/86







TRK(6)                   DOMAIN/IX SYS5                    TRK(6)



                    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,














Printed 12/4/86                                             TRK-3







TRK(6)                   DOMAIN/IX SYS5                    TRK(6)



                    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



TRK-4                                             Printed 12/4/86







TRK(6)                   DOMAIN/IX SYS5                    TRK(6)



                    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;



Printed 12/4/86                                             TRK-5







TRK(6)                   DOMAIN/IX SYS5                    TRK(6)



                    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



TRK-6                                             Printed 12/4/86







TRK(6)                   DOMAIN/IX SYS5                    TRK(6)



                    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).



Printed 12/4/86                                             TRK-7





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