PCjs Machines

Home of the original IBM PC emulator for browsers.

Logo

PC-SIG Diskette Library (Disk #197)

[PCjs Machine "ibm5170"]

Waiting for machine "ibm5170" to load....

Information about “TWO TREKS”

There are two version of Treks on this disk.  MS-TREK is a user-
supported version from MapleLeaf Software.  Galaxy Trek is a fast
moving, interactive version of the game.  To read/print instructions
and run the game type: TREKPIK.  It is amazing how many different
versions of Star Trek exist, but it is also worthy of note that each
different version has something different to offer.  These are two of
the best, in our opinion.  See if you agree.

How to Start: To read DOC files, enter TYPE filename.ext and press
<ENTER>.  Type MS-TREK or TREKPIK and press <ENTER> to start either
game.

Suggested Registration: $10.00

File Descriptions:

-------- ---  MS-TREK
MSTREK   DAT  Data file for MS-TREK
MS-TREK  EXE  Excellent Trek with many advanced features
MS-TREK  DOC  Documentation file for MS-TREK.EXE (32K)
DATA     DAT  File used by Galaxy Trek
TREK     DOC  Note that documentation is in TREKPIK
TREKRUN  EXE  File used by Galaxy Trek
TREKPIK  EXE  Galaxy Trek real time TREK game - start by typing TREKPIK
-------- ---  Galaxy Trek

FILES197.TXT

------------------------------------------------------------------------
Disk No  197  Two Treks                                       v2.1  DS2
------------------------------------------------------------------------

There are two version of Treks on this disk.  MS-TREK is a user-supported
version from MapleLeaf Software.  Galaxy Trek is a fast moving, interactive
version of the game.  To read/print instructions and run the game type:
TREKPIK

------------  MS-TREK
MS-TREK  EXE  Excellent Trek with many advanced features
MSTREK   DAT  Data file for MS-TREK
MS-TREK  DOC  Documentation file for MS-TREK.EXE (32K)
------------  Galaxy Trek
TREKPIK  EXE  Galaxy Trek real time TREK game - start by typing TREKPIK
TREKRUN  EXE  File used by Galaxy Trek
TREK     DOC  Note that documentation is in TREKPIK
DATA     DAT  File used by Galaxy Trek

PC-SIG (Software Interest Group)
1030 East Duane Avenue, Suite D
Sunnyvale, CA  94086
(408) 730-9291

MS-TREK.DOC

                             MS-TREK 1.0

                             Introduction

This is, by far, the best STARTREK adventure game available today.
It should run on all MS-DOS computers (including, of course, the IBM-
PC).  Have fun!!



                             Registration

If you find this program useful, please send $10.00 to:
           Paul Alderdice
           122 Eastman St.
           Cranford, N.J. 07016



                             Instructions

                          GOALS OF THE GAME
                          ----- -- --- ----

     The object of this STAR TREK game is the same as in many  others:
try to do unto them before they do unto you!   However, "winning" this
game  is a little different from some of the others.   Disabling enemy
ships  builds points towards a win,  with the number of points awarded
in  each case dependent on the ah..."hardiness" of the  opponent.   If
one  spends all one's time destroying  the  weaker  enemy  ships,   it
could  take  several such to win,   and  at   the  higher   difficulty
levels   (oh yes,  we have those),  it may not suffice.   As an  extra
added  attraction,   the  point  goal  and  current  score   is  never
displayed,   so  winning can come somewhat unexpectedly.   For   those
who   can't stand the suspense,   there  is  an  alternative  (whew!):
find  the  * SECRET ENEMY BASE * and destroy it,  at which  point  all
remaining  enemy  ships will wander away sheepishly and  concede   the
game.   However, it may prove difficult to find or recognize the enemy
base, not to mention destroy it!

            FURTHER DIFFERENCES FROM OTHER TREK GAMES
            ------- ----------- ---- ----- ---- -----

     In  most  of  the  early Star Trek games there  is  a  "universe"
divided  neatly into "quadrants" with a randomly generated  number  of
ememy  ships in each one which stays constant once the game is  begun.
One  simply looks at a galaxy map of the "quadrants" (or whatever) and
chooses which one to enter next.   (Empty quadrants are,  for the most
part, fairly boring.)  Once inside, the good ship Enterprise confronts
the dastardly Klingons and either emerges victorious or has to  return
for  a second round after obtaining sustenance from a nearby starbase.
Surprise!!  In this version,  we have no quadrants,  just empty  space
without nice boundaries.   Furthermore,  there is no galaxy map.   One
has  no  notion  of where the enemy are in the  beginning,  and  after
finding  them,  there is no guarantee that they will stay politely  in
one place (or one scan area) for very long.  (Afterall, star ships can
move along at a pretty good pace when they want to...)  As a result of
this  philosophy,  the  scan  maps in this game will always  show  the
Enterprise in the center of the grid (just like radar).   To make life
interesting,  the  scans  may not always provide accurate  or  helpful
information about certain enemy ships.
     A  major difference between this game and several others  is  the
manner   in  which  commands are entered to move the ship from   place
to  place.   Suffice   it  to  say that the author  in  playing   many
other versions  of  TREK  became somewhat frustrated in  spending  the
time  necessary  to compute correct angles of trajectory (or  even  to
have the ship's  onboard computers do so).    In this TREK,  there are
no  angles to compute.   Instead, there are vectors,  which means that
Captains   simply  have   to  enter   a  vertical  and  a   horizontal
displacement.   The  lengths  of the vectors are   easily  determined,
even  for the most brain weary of commanders trying  to play the  game
at three in the morning (like myself).   The same method spills   over
into  calculating  the destinations for those nice  torpedoes,   which
is  comforting  if  one  is somewhat  clumsy  in  using   them  around
starbases.  (Starfleet command can only lose a  few bases due to their
Captains' problems with aim before they get notably upset.)
     Oh,  I  almost  forgot to mention that the enemy  ships  in  this
particular  version  are  not  satisfied with  pounding  on  the  poor
Enterprise  for their entertainment.   In fact,  since we are  dealing
with rather large distances in space,   a majority of the enemy at any
one  point  in time are nowhere near  the  Enterprise.   Consequently,
they   need something else to do.  Captains should not be suprised  if
they are called upon to help a starbase in trouble.

                            COMMAND ENTRY
                            ------- -----

     There are 12 commands,  each of which is expected to be a  single
character input at the number sign (#) prompt.   This means that there
is  no need for,  and there never should be,  a RETURN keypress at the
end of the input.  A list of the commands follow, with the parentheses
indicating that the first letter, only, is to be typed:

                    (S)can
                    (D)eflectors
                    (C)omputers
                    (I)mpulse
                    (W)arp
                    (P)hasers
                    (T)orps
                    (F)ix
                    (B)eam down
                    (L)aunch/(L)and shuttle
                    (H)elp with commands
                    (E)nd the game (with save option)

     After  entering  the initial command,  one of several options  is
usually expected.  In all cases the choice of option is to be followed
by  a RETURN.   If one of the 12 main commands is entered by  mistake,
one  can usually cancel it and get back to the # prompt by hitting the
RETURN key by itself on the line.   The exceptions are the Impulse and
Warp commands which can both be cancelled by entering:  0,0.  Upper or
lower  case  is accepted in most instances,  except  for  the  options
within  the  Fix command.   Hitting  the RETURN  key  at  the # prompt
will yield a short list of  the  12  one letter  commands.    For  all
commands expecting a subsequent  character option,   hitting  a  wrong
key will simply result in a list of the available choices.    Entering
weird   numbers  for  those   commands expecting a numeric input could
result in serious consequences for the Enterprise and her crew.  So be
careful!!
     Of  the 12 commands listed above,  three never result in a  "turn
being  taken",  so  one need not worry about getting  plastered  while
gathering  simple  statistics  or  whatever.    These  are  the  Scan,
Deflectors, and Computer commands.  One other, the Fix command, can be
used  with  impunity  only while docked at a starbase and  in  certain
other  locations.    See the Fix command for more  details.  All other
commands give the enemy at least one stardate to get even.

                   INDIVIDUAL COMMAND EXPLANATIONS
                   ---------- ------- ------------


--> (S)can

Options: (S)hort
         (I)ntermediate
         (L)ong
         (R)omulans

     The  SCAN command is used a great deal for obvious  reasons.   It
provides  information  about  surrounding areas of space  (or  rather,
objects  therein) so that commanders can decide whether  to  approach,
stay  put,  or to run away!!   The SHORT and INTERMEDIATE scan options
will result in the typical square grid of dots hereafter designated as
"sectors".   As already mentioned above,  the Enterprise is always  in
the center of the grid.   Movement in space by the ship, followed by a
subsequent SHORT or INTERMEDIATE range scan will result in a different
orientation  for  surrounding  objects,  if any are  in  range.   Some
objects may consequently move into or out of range.
     The  Enterprise,  enemy  ships,  bases,  and  other  objects  are
depicted  by  letters  that will become obvious to  the  player.   The
difference between the SHORT and INTERMEDIATE scans is simply the size
of the grid.  There is no difference in scale.  The important thing to
note is that the effective range of weapons is within the INTERMEDIATE
scan  area.   The  short range scan was included as a  convenience  to
minimize the time for displaying the grid when objects are known to be
at a short distance (a major factor for slow terminals).
     The LONG range scan option provides information about the area of
space roughly within a 30 sector radius of the ship.   However, a LONG
range  scan will NOT be able to identify WHAT is out there,  only  the
object's position vis-a-vis the Enterprise and its approximate
distance.  The results of a LONG range scan is expressed in terms of
sectors relative to the Enterprise.  Therefore, a LONG range scan can
be very useful for determining:
          -Torpedo firing vectors.
          -Impulse commands to direct ship to bases, planets, etc.
          -Shuttle ship maneuvering.
     The  LONG  range scan reports all objects,  not just enemy  ships
that  are  in the area.   (There are numerous  Starfleet  tales  about
novice  Captains very carefully stalking an "unknown" only to discover
that  they  had been sneaking up on one of their  own  bases.)   HINT:
Taking  successive LONG range scans after moving very short  distances
can  often  indicate  whether  or  not the object  of  interest  is  a
stationary body.  An enemy ship will often be moving or disappear from
the scan display altogether.   (The latter is not a bug.  The ship has
probably engaged its warp drive... probably....)
     The last scan option,  the scan for ROMULANS is a special request
that Mr. Spock try to "sense" if there are any nearby.  The reason for
this  is that the devious Romulans have a cloaking device that renders
all  of  the  Enterprise scanners useless.   (That is  why  the  extra
"probably" in the paragraph above.)  Romulans do not necessarily  have
to stay cloaked.   In fact they tend to become "uncloaked" at the most
inopportune  times.   The SCAN for Romulans command ignores those that
are  clearly visible by standard scanning means and is  only  designed
for those that are currently in a CLOAKED condition.   Spock, however,
cannot  provide  their exact position.   (This does not mean that  one
cannot  discover where a cloaked Romulan is by other  methods.  It  is
necessary to be very close.)

--> (D)eflectors

Options: an integer value up to 2000 or
         hitting the RETURN key for a report

     The DEFLECTORS command is used for two purposes:  first,  to  put
energy in the shields and second,  to obtain a report on energy levels
both  in the shields and in the general energy  reserves.   HINT:  The
shields  at the start of the game have ZERO energy!!  Do not forget to
put them up before blindly wandering into unknown territory.   (It  is
possible in the higher difficulty games to lose in one move...  I have
done  it!!)  To continue,  the ship's energy is used for  moving,  for
firing the phasers,  and for the deflectors.  Putting a certain amount
of  energy  in the deflectors at the beginning of the  game  subtracts
that  amount from the general energy pool.   To return some energy  to
the  general  pool,  simply  hit the D key and enter a value  that  is
smaller  than  the existing shield level.   The  amount  entered  will
become  the new shield level and the difference will automatically  be
added back into the general supply. To get a report of existing energy
levels, hit the D key followed by a RETURN.  The display will show the
deflector energy followed by the general "quarks available" value.
     There  is  no shield leakage,  so it is usually wise to keep  the
deflectors at their  maximum 2000 level.   When the Enterprise is  hit
by  enemy weapons,  a certain amount of energy,  depending on  several
factors,  is lost from the deflectors.   The main factors are distance
from  the  enemy  ships and the game difficulty level.   There  is  no
damage  to the ship until the cumulative hits exceed the energy  value
in the deflectors.   At that point, damage can occur to one or more of
the  ship's  devices.   It  is possible  under  battle  conditions  to
repeatedly add more energy to the deflectors, but this will eventually
result in there not being enough "gasoline" to engage the warp engines
in  order to get back to a starbase.   Time and experience is required
to  gage how long it is expedient to remain in  a  battle.   Sometimes
just one more good strike might suffice to destroy an enemy ship,  and
the risk in staying for one more move is worth it.  On the other hand,
that  one  more  move  can  have equally  disastrous  effects  on  the
Enterprise  or  her energy levels.   The worst situation is  when  the
deflectors,  themselves,  become one of the items damaged.  Then there
is really no choice but to limp away to some safe place for repairs.
     In  addition,  the energy reserves of the starbases are also used
in  their  defense.   If the Enterprise does not respond in  a  timely
fashion to a cry for help, it is possible to return to a starbase that
is in little better condition than the Enterprise, herself.

--> (C)omputers

Options:  (W)here
          (D)amage
          (B)ases
          (T)orps left

     The  COMPUTERS command provides further information that  can  be
usesful during play.  This is the last of the commands which under all
circumstances does not utilize a turn.   Most of the options are self-
explanatory.
     The  WHERE  option  yeilds the coordinates of the  Enterprise  in
space.   Although these are also provided as part of the SCAN command,
the  WHERE option can be used to get a quick check on  one's  position
for  the  purpose of calculating the next movement or  whatever.   The
WHERE  option  takes  significantly  less  time  than  a  full   SCAN.
Sometimes  the  WHERE option of the COMPUTERS command is ALL  one  has
available  if the SCANNERS have been knocked out!   It is possible  to
get  back to a base or even hit an enemy ship with the  COMPUTERS, but
not  the  SCANNERS,  operational.   (For  more information  about  the
coordinate system, see the IMPULSE command, below.)
     The  DAMAGE  option gives a report of all damaged devices on  the
ship  and  the extent of the damage in terms of a UNIT count for  each
device. The number of units of damage translates into a certain amount
of  time  required  to fix the  device  (usually).   This  is  further
explained in the FIX command.
     The  BASES  option of the COMPUTERS command simply  displays  the
coordinates of all friendly Starfleet bases using the same notation as
in  the  WHERE  option.   The only difference is  that  starbases  are
stationary.   The  game will always begin with three bases,  but  each
will have a randomly generated amount of energy and torpedoes.  As was
mentioned  earlier,  bases  can come under enemy attack just like  the
Enterprise.   However, bases, having no maneuverability, are very poor
at  the  offensive and rely primarily on strong  shields.   Using  the
shields  depletes  energy that could otherwise go  to  the  Enterprise
later in the game.  Therefore, ignoring pleas for help from a base can
be  damaging unless there is good  reason.   Sometimes,  however,  the
enemy will attack a base as a diversion.  The Enterprise can arrive to
find that all enemy ships have quickly left the area.   (HINT: It is a
good  idea to write down the BASE coordinates.   If it is vital to get
back to a base and the computers are down, it could prove difficult.)
     The  TORPS option yeilds a report of the number of torpedoes  the
Enterpise has left. The maximum number the ship can carry is 15.

-->(I)mpulse

Options: vertical displacement,horizontal displacement
         (integer values)

     The  IMPULSE  command  is for moving the  ship  relatively  short
distances in space.   To be more precise,  this usually means a change
in position to one of the other "sectors" or dots seen within a  short
or  intermediate range scan.   The total game area consists of  18,225
such  sectors arranged in a 135 X 135 matrix.   The matrix  should  be
conceptualized as   a  two  dimensional  integer  array like in   many
programming  languages.   The  elements  of the  matrix  are  numbered
starting  at (1,1) in the upper left-hand corner.  The first value "I"
in any (I,J)'th location represents the vertical postion in the matrix
and  the  second value "J" represents the  horizontal  position.   The
WHERE  and BASES options display the Enterprise or starbase  locations
as absolute positions within the matrix, such as postion 10,125. (This
would  be  in the upper right-hand area of the matrix.)   To  use  the
IMPULSE command, however, one enters two integer values separated by a
comma   which   when  added  to  the  Enterprise's  current   position
coordinates would yield the correct new ones.
     To reiterate,  one does not use absolute sector coordinates  with
the IMPULSE command, but rather, the appropriate displacement vectors.
It  will  take a while to get used to this system,  but it  will  soon
become very easy.  All one has to do is to count the number of dots in
the  short or intermediate scans,  from the Enterprise to the location
one  wants to move,  first in the vertical and then in the  horizontal
directions, keeping track of the correct sign.  Below is an example of
a  short  range scan with some arbitrarily chosen  locations  for  the
Enterprise  to  move,  depicted by the numbers 1 to 4.   The number  4
position shows the minimum movement necessary to dock at the  starbase
in this particular situation.  On the right are the appropriate values
to enter after initiating the IMPULSE command.

. . . . . . . . .
. . . 1 . . . . .   To move to location 1 enter:  -3,-1
. . . . . . . . 2
. . . . . . . . .   To move to location 2 enter:  -2,4
. . . . E . . . .
. . . . . . . . .   To move to location 3 enter:  2,-3
. 3 . . . 4 . . .
. . . . . . B . .   To move to location 4 enter:  2,1
. . . . . . . . .

     Notice  that this system is NOT the same as in standard Cartesian
coordinate  geometry  due to the fact that the "true"  origin  of  the
much larger "galaxy",  if you will,  is always in the direction of the
upper left-hand corner of the scan.  Just remember that moving upwards
and  to the left will result in a set of absolute  galaxy  coordinates
that are smaller, and consequently the sign of the IMPULSE vectors are
always negative.  Conversely, moving down and to the right will result
in  coordinates that are closer to the bottom of the array  (135,135),
and so the IMPULSE command entries must always be positive.
     The  IMPULSE  command takes 10 UNITS of energy for  every  sector
moved.   In addition, the enemy gets a turn for every 5 sectors moved.
If one is moving horizontally to the right, for example, it is easy to
see that in order to keep the enemy to one turn, the maximum value the
IMPULSE command could be is:  0,5.   When moving diagonally,  however,
keep  in mind that the square root law is utilized so that the maximum
distance allowable for one turn would be for example:  3,4 or perhaps:
4,3.  (The square root of (4x4)+(3x3) = 5.)
     When  IMPULSING to a starbase it is not necessary to move to  the
same sector, only to one adjacent to it.  Nevertheless, it is possible
to  IMPULSE to the same sector as another object.   A subsequent  scan
will always show the other object and not the Enterprise.

--> (W)arp

Options:  absolute vertical coordinate,absolute horizontal coordinate
          (two integers from 1 to 135 separated by a comma)

     The WARP command is used to travel large distances very  quickly.
Unlike the IMPULSE command, the values entered are NOT relative to the
current position of the Enterprise,  but rather represent the absolute
coordinate  position in the matrix.   To move to the bottom  left-hand
corner of the "galaxy",  for example,  one would hit the W key for the
WARP command and then enter:  135,1.   WARPING always gives the  enemy
one  turn and requires 100 units of energy regardless of the distance.
There  is  only  one  small catch to  using  the  WARP  engines.   The
calculations involved in figuring out just where and when to enter and
leave "hyperspace" yield only approximate results.  Therefore, one can
expect there to be some error in where the Enterprise actually emerges
in real space.   The error can be as much as 7 sectors in the vertical
and/or horizontal planes, but will usually be less.
     (HINT:  Enemy  ships  tend to react somewhat differently  to  the
Enterprise depending on whether she has just IMPULSED or just  WARPED,
and also depending on whether she was in or out of scan range.)

--> (P)hasers

Options:  energy output
          (integer value up to the amount in the general energy pool)

     The PHASERS in this version of TREK are almost identical to those
in  other  versions  of the game.   Hit the P key and then  enter  the
amount of energy desired.   For large blasts, energy may first have to
be taken out of the deflectors.   NOTE:  the lowest the deflectors can
be taken once they have been put up, is 1 unit of energy. (This can be
very dangerous.)  The magnitude of the damage on enemy ships decreases
with distance,  but the unit hit value can actually be larger than the
amount  entered  for very close enemy ships.  The PHASER  weapons  are
recommended  when  one  is surrounded by several ships  at  one  time.
(However,  it may prove wiser to leave!)  They are also useful against
one ship if it is very close.   For one ship that is far away, see the
TORPS  command below.   One does not have to worry about using PHASERS
around starbases.  The onboard computers are smart enough to know that
they  are friendly.   (HINT:   If a "BALLISTICS  CONTROL- UNSUCCESSFUL
LOCK ON TARGET" message ever appears,  it is a good idea to ask  Spock
if there are any cloaked Romulans lurking about the area.)

--> (T)orps

Options: (first prompt line): number to fire
         (second prompt line): number of targets   (if > 1 above)
         (third prompt line): coordinates   1st ship
         (fourth prompt line): coordinates 2nd ship (if > 1 above)

     The  TORPS  command  is the other weapon  available  to  starship
Captains.   Torpedoes,  unlike  phasers,  do not decrease in  striking
power  with  distance.   They will render a 1000 unit hit on an  enemy
ship per torp absorbed.   Before anyone gets too excited,  however, it
must  be stated that the Enterprise can only fire two torps in any one
turn.   The  first prompt after entering T for the TORPS command  will
ask how many torpedoes should be fired. After entering 0, 1, or 2, hit
RETURN.   If  more  than  two are  specified,  Scotty  will  issue  an
appropriate snide comment.  If one torp was specified, the next prompt
line will ask for the relative coordinates of the enemy ship.   If two
torps  was the response,  the next prompt line will ask for the number
of enemy ships to be attacked.  It can be seen that the player has the
option  of sending both torps after one ship or dividing them  between
two.
     After entering 1 or 2 ships,  hit RETURN.  (If anyone enters 3, I
suggest  that they save the game and go to bed!)  The final one or two
prompt  lines,  depending on how many enemy ships are  involved,  will
request  the  enemy ship coordinates.   These are  entered  really  as
vectors exactly as in the IMPULSE command.  Simply count the number of
sectors to the enemy ship in the vertical direction making sure to use
the correct sign.   Then count the number of sectors in the horizontal
direction  and enter them separated by a comma.   If there is a second
enemy  ship  involved,  put only one set of coordinates on  the  first
input line as there will be  another.   Below, is  a  SHORT range scan
display showing the Enterprise and two enemy ships.   Try to calculate
the appropriate firing vectors, then check the answers on the right.

. . . . . . . . .
. . . . . . . K .   To get the Klingon here the TORP command
. . . . . . . . .   coordinates would be: -3,3.
. . . . . . . . .
. . . . E . . . .
. . . . . . . . .
. . . . . . . . .   To get the Romulan here the TORP command
. . . . . . . . .   coordinates would be: 4,-2.
. . R . . . . . .

     The best way to calculate the co-ordinates to fire torpedos is
to use the LONG range scan option (see above).

--> (F)ix

Options:  SR SENSORS
          IR SENSORS
          LR SENSORS
          IMPULSE ENGINES
          WARP ENGINES
          PHASER BANKS
          TORPEDO TUBES
          DEFLECTORS
          COMPUTERS
          ALL
          DONE

     The FIX command is necessary,  unfortunately, after some... ah...
not  so  successful engagements with the enemy.   It  is  possible  to
selectively fix just certain crucial devices or,  to fix everything at
once with the "ALL" option.  Actually, in typing the individual device
names,  it  is  only necessary to enter the first letter of the  name.
Exceptions are the IR SENSORS and the IMPULSE ENGINES which begin with
the same first letter and so require two.
     Since the design of a starship is very, very complex, it is not a
trivial matter to repair damage.   It requires the concentrated effort
of  a large number of the crew to accomplish the task.   As a  result,
the  Enterprise is somewhat "dead in the water" until the repair  work
is finished.   In point of fact,  it takes one stardate or turn to fix
every 100 units of damage.  A list of the amount of damage is given by
the  D option within the COMPUTERS commmand.   It should  be  apparent
that  it would not be a good idea to fix a significant number of units
worth of damage while surrounded.  After the enemy took their allotted
number  of turns, the Enterprise could easily be in worse  shape  than
before the repairs began.   The best idea is to try to make it back to
a  starbase where there are much better facilities.   Using the  "ALL"
option while docked is heartily recommended in most instances,  as the
base  technicians will finish in less than a stardate.   (HINT:  There
may be other areas where this is possible.)  Of course, if the WARP or
IMPULSE engines are one of the devices damaged, then getting back to a
base or wherever can be rather difficult.   At this juncture there are
four  options:  knock out the remaning nearby enemy ships and fix  the
engines in peace,  fix the engines and survive subsequent attacks, fix
the engines and then lose the game,  or, do no fixing at all and still
go on to possibly win the game.  (Good luck on figuring out this  last
one, but it is indeed possible.)

--> (B)eam down

Options: none really, accept to abort the attempt

     The  BEAM DOWN command is for Captains who wish to leave the ship
for  some  reason.   The Enterprise has a  very  reliable  transporter
mechanism for this purpose.  I am not going to say too much about this
command  for fear of spoiling all the fun.  (HINT:  it is possible  to
BEAM  onto  just  about anything as long as the  Enterprise  is  close
enough to it.)

--> (L)aunch shuttle craft

Options: similar to BEAM DOWN

     The  Enterprise  has a neat excursion ship known as  the  SHUTTLE
CRAFT.   This  little  gem  is for Captains that are fobic  about  the
transporter device (like certain medical personnel), or it can be used
if one is bored with the Enterprise and simply wants to be by  oneself
for  a while.   It has its own set of instruments and capabilities (or
lack of them, depending on how one looks at it).
     I  suggest that all Captains take the shuttle out for a  spin  to
become  more  familiar with how it handles,  in case the  need  should
suddenly arise.  Once one is out in space,  alone, the way to get back
aboard  the dear old Enterprise is to IMPULSE to the same sector  that
the Enterprise is occupying.  The shuttle craft docking procedure will
be  automatic.   I  should also mention that while one is off on  some
sojourn  in the shuttle,  that reports concerning what is happening to
the  mother  ship  will  be sent to  its  anxiously  awaited  Captain.
However,  the latter has to be onboard the Enterprise (in this version
of  the program) for any commmands to be effective.   In other  words,
while the Captain is out fooling around in the shuttle, the Enterprise
is a sitting DUCK!

--> (L)and the shuttle

Options: nill - GOOD LUCK!!!!

     Observant  readers will notice that this command begins with  the
same  letter  as  the last one,  which is interesting given  that  the
program is expecting single character input.  Not to worry... the LAND
command only works if one is inside the shuttle.   I will not say  too
much about the landing routine except that many have done it before.

--> (H)elp

Options: a command summary and then this document, if it is desired.

--> (E)nd

Options: hit RETURN to go back to the game if E command was a mistake
         save the game, yes or no
         start a new game, yes or no

     There  are two points that should be mentioned about the SAVE the
game  option.   First,  it is sometimes a good idea to save  the  game
before  trying  a  really risky move.   In this way,  if the  game  is
immediately lost as a consequence, it is possible to go back and try a
different tact without having to start a whole new game.   Second, the
player can use any valid filename for saving the game,  so be  careful
of control characters.  At least, be sure to remember them.  To play a
saved  game,  simply  run the beginning program and enter "O" for  old
game  when the choice between new and old is given.  A  second  prompt
will appear for the OLD game filename.  Be sure to enter it exactly as
it was saved, including upper or lower case.



                                Hints

1)  Be sure to use the LONG range scan for torpedo control.  It is far
    EASIER than counting the sectors.

2)  The key to winning is to find and explore each Planet.  There are
    goodies on several of them and trouble on others.

3)  The tracking device must be planted on an Enemy ship.  Good luck!!

4)  On one of the Planets, you will find a mini-adventure game.  Some
    of the commands that should be used are:
    SIT   NORTH     SOUTH     EAST      WEST      NORTHEAST
    SOUTHEAST  NORTHWEST SOUTHWEST    F    B    S

5)  Finally, if the program has not come out blatantly with
    the message that "YOU HAVE LOST", there may STILL be a way to win even
    if things look quite bleak... given the right set of circumstances and
    courses of action,.  Look for clues.  They are there.  Good luck!



TREK.DOC

The Galaxy Trek real time STAR TREK game is run by calling TREKPIK
not TREKRUN (surprise). The instructions will be given to you if
you chose from the initial menu (either displayed or printed).



Directory of PC-SIG Library Disk #0197

 Volume in drive A has no label
 Directory of A:\

DATA     DAT       128   6-15-84   9:27a
MS-TREK  DOC     31357   9-18-86   7:16p
MS-TREK  EXE     80498   9-30-86   2:32p
MSTREK   DAT     12800   1-01-80  12:42a
TREK     DOC       202   9-30-86  11:52a
TREKPIK  EXE     50048   1-27-84   8:03a
TREKRUN  EXE     71168   6-19-84   7:34p
GO       BAT      1079   9-30-86  12:14p
FILES197 TXT       977  10-07-49  11:50a
        9 file(s)     248257 bytes
                       69632 bytes free