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STANDARD OPERATING MANUAL
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FEDERATED COLONY STARSHIP
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Model XB-1280
} cet | | | : | ‘Starfleet Issue
THE KLINGONS ARE COMING, THE KLINGONS ARE COMING!!
Captain's Log: Stardate 3126 - You are the commander of a starship patrolling deep space. Word reaches you that the Klingon Empire has begun to build ‘outpests- on “Ehe. fringe of neutral space. This is a clear violation of inter-galactic peace agreements and you are dispatched to investigate. It is your first command. Do you have what it takes? Can you repel the insurgent Klingons and keep the Universe safe for democracy?
Objective: To accumulate points by seeking out and destroying Klingon outposts and war vessels. Each outpost and war vessel is worth a fixed number of points (described in the next section) and you must use your skills as a captain of a starship and see how many points you can amass before annihilation sets in. (Central Command wishes you the best of luck but regrets that we cannot be with you.) In order to accomplish this your sophisticated starship is equipped with sensors which are capable of detecting and identifying the approach of the enemy; of increasing speed (called warp factor) in, order to give chase; and of changing heading so that you areY*1)"moving~ditéctly~’ toward *thé™ enemy,” 2) moving in.a direction lateral to the enemy, or 3) moving away from the enemy (you chicken). Each of these three sides is equipped with a shield to protect you from an attack. You have..at your disposal. four (4) renewable photon torpedoes for long range fighting and the more powerful phasers for closer encounters. Remember you are in command. It is up to you to assess the power of the enemy. Only you can make the decision to fight or run.
Before You Begin Play: After you have input the game, the front viewing screen will appear on your TV set. This realistic reproduction will allow you to view deep space and provides you with all the information you will need in order to evaluate your position at any given time. The informa- tion concerning your position is listed across the bottom of the screen as follows:
»
We = HDG *= 0 PHT =" PHSR = I
Where WF stands for warp factor, HDG for heading, PHSR for phasers and PHT for photon torpedoes. In order to enter neutral space - where the Klingons have begun their aggressive activities - it will be necessary for. you to change your heading and warp factor. THE KEY PAD WILL BE YOUR CONTROL PANEL.
To Increase Speed: Depress and hold 'words' key. Note that the WF factor at the bottom of the viewing screen will begin to increase in increments of one. When desired speed is reached, release key.
tg Decrease Speed: Depress and hold “print' key. Note. that the WF Tactor at the bottom of the viewing screen will decrease in increments of two. When desired speed is reached, release key.
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To Change Heading: Depress and hold the 'red mask' key. The HDG factor ar the bottom of the viewing screen will then change from: 1) moving toward the enemy, to 2) moving tangent to the enemy, or 3) moving away from the enemy. Important!! You must be at warp factor O before you can change heading.
To Begin Play: Start by pressing the ‘red mask' key until the number. 1 appears next to HDG under the viewing screen. Proceed by pressing the 'words' key until the desired warp factor is reached. A comfortable speed for @ novice is 3. Important!! Te? enter’ weutral space you.must De. at heading 1 and traveling at a warp factor of at least 2.
Next: Your ship is equipped with sensors that will detect and identify the enemy within a range of 3800. This information is displayed in the top center position of the viewing screen (see Fig. 1). You are now ready to MEET THE ENEMY!! As soon as your sensors detect the presence of the enemy you will be notified by a siren. Next the identity of the spacecraft will be flashed over the top of screen. You are now faced with one of three possibilities:
Close Encounters of the lst Kind: - A Klingon outpost. This presents no problem as it has no movement and no weapons. Just move in for the kill «ee, #0 pis. Hint: Use this chance to test the,ship's maneuverability,
Close Encounters of the 2nd Kind: - Class 1 Cruiser. Be careful. This is no sitting duck. This light, fast; small ship is capable ob Striking back;,..not...to. mention.,.first...«..20 pts.. This. should, present. little. or, ne problem to a qualified captain such as yourself.
Close Encounters of the 3rd Kind: - Full Command Battleship. This will be a true test of your ability. This war machine has the ability to inflict heavy damage. Only the experienced captain will be able to defeat this
worthy opponent ... 30 pts.
In order that you may assess the position of your opponent, and thus maximize your attack, additional information about him will be printed across the top of the viewing screen (see Fig. 1).
WF: The enemy's warp factor is indicated in the upper left portion of the screen. A minus sign (-) next to the number indicates that the Klingon is attacking! The higher the number, the faster he is coming at you. A plus sign (+) indicates that you have frightened him and he is retreating. The higher the number, the faster he is retreating.
Range: This is indicated by the number in the center at the top of the viewing screen. This information is very important. Once the enemy has appeared in the screen you will notice the range begin to decrease. Look at your opponent's WF. If this is a high negative number, for example, -6, then the range will begin to decrease rapidly. If the enemy WF is decreasing, for example, -6, -5, -4, then the enemy is slowing down in ord that he may change heading to begin his retreat. It is important that you understand this inasmuch as range has a direct bearing on your own 'weapons readiness.' It is also possible for the enemy to escape your fury, a situation for which you receive no points.
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Relative Power: This information is found in the upper right hand section of viewing screen. It is the power your opponent expressed as a percen- tage of your own power. As a general rule, an outpost will always be much less powerful than you - for example 33 (meaning 33% of your strength) while a full command battleship will almost always be more powerful than you -— say 130 (or 130%) of your power. This number will change with each new encounter. It is this figure you will use to assess the power of the enemy.
WHAT HAPPENS NEXT
Well, captain, now that you have learned how to maneuver your ship and identify and evaluate the enemy, it's time you learned how to pull the trigger. Since all weapons are computer aimed, every fire is a hit. You will see the photon torpedoes explode against the enemy's defensive shields. The lower the range the higher the damage. You will see the effect in the enemy's lower power level after every hit. When he no longer has power to maintain his shields, he will be destroyed.
Photon Torpedoes: In order to fire a photon torpedo, press and hold the 'green mask' key. This will release one torpedo. After @ach firing the number next to PHT on the bottom of the viewing screen will be reduced by one. When this figure reaches zero, it will be necessary for you to wait a short period of time in order for the torpedoes to regenerate. Photon torpedoes are too destructive to use within a range of 2000, and can only be fired directly ahead (HDG #1).
Phasers: This is a highly destructive short range weapon that may only be used within a range of 2800. To fife your phasers, press and hold the 'blue mask' key. You may only use this weapon when the number next to PHSR is 1. After each firing the phaser banks will recharge as follows: peel 1220211. Fou" “migt wait’ *intil. te’ reaches” *1 “before “using “your phasers again.
IMPORTANT! PHOTON TORPEDOES WILL RESPOND ONLY AT HEADING 1, WHILE THE PHASERS WILL FIRE AT HEADING 1 OR 2.
Status Report: After each successful encounter you will receive a SHIP STATUS REPORT. This report will provide you with information concerning the status of the ship's power and the condition of each shield. Since you must take some punishment in order to give some, these figures will decrease after every battle. Central Command urges you not to worry. We have some good news and some bad news. The good news is that the on-board computers will automatically restore a percentage of your power and shields according to your success in battle. For each sixty points you accumulate, a percentage of your power will be restored. The bad news is that since only a percentage of your power is being restored, your ultimate fate will be annihilation. The enemy, after all, is always increasing at the same rate. After you have read and evaluated your damage report simply press any key on your pad, the front viewing screen will reappear and you will be ready for. your next encounter. Notegthat the WF at which you were traveling at the finish of your last battle will remain the same. If this was quite high (4+) it may be advisable to slow down. When the end comes, you will be blown into oblivion. Your score is then printed on the screen and you have the option of crawling into a black hole, or mustering your courage to reengage the enemy to once again make the universe a safe place to live.
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HOW WELL DID YOU DO?
0--60..... Who put you in command? This score clearly indicates jan- itor status. With “you at “thd ‘helm, the Klimgons, -will he cleaning up all over the place.
70-100 «ss You're: just (a student,’ righe?, ‘Cox backs toocsthe ‘university and learn how to fly one of these things before the Kling- ons blow the university right into nothingness.
110-160 ... You are now an experienced second rate officer. With a little more practice you may earn your own ship one day.
170-200 ... The universe can now sleep safe. You have attained full five-star commander status.
200+... Captain Kirk, eat your heart out. SOME NOTES ON STRATEGY
In the beginning you may experience the urge to plow full steam ahead without regard for your own safety or the safety of the crew. This is known as the 'fools rush in' syndrome. In order to ease you into a battle readiness mode, we have provided that your first encounter will always be against an outpost. Because there is no retalliation from this position, you should use the opportunity to get used to the ship's capabilities. Once you have moved in for the kill, you will receive a status report. Since you have not incurred any damage, this report will show the ship at full strength. Your next encounter will probably be against a Class I Cruiser, but may be against a Battleship inasmuch as random factors are involved. After your first fight with a warship your shield power will probably be reduced. It is important that you keep track of this. Once your’ shields: are below 40%, you will be in grave danger. A hit ona buckling shield is very destructive. It is imperative that you change heading to bring another shield to bear. It may even be necessary to retreat. The clever commander knows the strengths and limitations of his ship at all times and evaluates his chances of victory even before he attacks! With some practice a score of 170-200 is attainable. Esoterica Ltd. is eager to answer any questions you may have concerning the operation of your game or about the stragety involved in playing it. (We cannot, however, be responsible for children who run away to join Starfleet Command.) All questions may be addressed to Esoterica Ltd., 3328 Red Fox Run NW, Warren, Ohio 44485. We are also interested in your high score. Just jot -it down-on a postcard and mail it to the above address. Good luck!! And thanks for flying Starfleet.
SOME SHORT NOTES ON GOLF
Your miniature six hole putt-putt golf course is designed to provide a fun, fast paced evening of competition for up to four players at a time. While each hole varies in difficulty, each also has a maximum par of six so that time is not wasted while one player chases his ball all over the green. After you have input your golf game, the computer will ask you "How many Players?'' Answer by pressing 1-4 on the key pad depending on how many desire to play. At this point the first green will appear. The small box ws the ball and the larger box is your pugter.- Using :your. jay stick line the putter up with the ball and squeeze the trigger. If you desire to only tap the ball, keep the putter close to the ball, and for harder hits place the putter farther away. No matter where the putter is placed, it will always hit the ball. Balls that are very close to the green must be nudged gently as a hard hit will knock it off the green. When this happens simply press O on the key pad. The ball will be returned to tee position and you will be assessed one penalty stroke. All balls go directly to the hole on the sixth shot. When the putter and the ball are far apart, the dial on the joy stick can be turned all the way to the. right. This: .willeause, the. putter “to take: larger steps.’ This has nothing to do with how hard you hit the ball, it is simply a timesaving device. Once you have mastered this course (i.e. the first hole is an easy ace) and you desire new conquests, we would be happy to redesign any or all of the holes to accommodate you. Just return the tape along with $2.00 plus 50¢ return postage. Indicate the holes to be changed and the direction of difficulty in which the change should be made.
Esoterica Ltd., is interested in hearing from readers about the. quality and playability of their tapes. Write to:
ESOTERICA LTD. 3328 RED FOX RUN NW WARREN, OHIO 44485 PHONE (216) 898-7165
COMPUTER LISTING FOR MINI GOLF
It is important that this program be input exactly as written here i
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36
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"8 Be Inf; X= 19; Y=19
15 Fx 1 Gls; BC=89
16 FOR A=iTO 4;@(A) =0;NEXT A
29 PRINT "NO, OF PLAYERS";INPUT V
21 CLEAR
25 GOSUB 99O+Hx1Z¢
26 CX=-65;CY=49;PRINT ,#1, gs »P," SCORES", @(P)," HOLES" Hy 27 BOX Be lg2y2,23 BOX ReVeha hg?
34 IF (Bb '0$-l Bgn80)~( 154d)-(1K—-40) @( P)=@(P) +23 Be2s l=; BOX B,L,2,2,2 33 IF PX(X+dX(P)xQ,Y)=1BOX X,Y, 4,4, 13 X=Xt+dX(P) xO
35 IF PX(X, hee 1BOX X;Yshy hy 1; YaYtd¥(P) x0
4B BOX XyYyhy4,2
og ir TRIPScOTO 19¢ ‘ 56 O=KN(P)#143IF Q<3Q=3
58 IF &(22)=16@P)=@(P)+1;CLEAR ;GOTO 25
68 GOTO 33
19% C=ABS(B)~ABS(X) ; CeABS(C)
119 T=ABS(1)-ABS(Y) ;T=ABS(T)
115 IF C>25C=25
116 IF M2525
129 K=Cx19;M=Tx1g
125 QP) =@(P)+1
126 InI+1;IF I=61=$;GOTO 4G9¢
136 F=Op;1F XSBxl F=-29
140 G=2G;IF YOLx1G=-24
142 NT=3
144 BOX Be( F819), 1-(G+19),3,3,2
145 BOX X,Vyhy hy
146 Mu=n3h ?
147 X=Be( F419); Y=L-( G19)
50 YOR A=1TO 2xC+T
LF M>OM=M=(Te2)
IF K>OK=K~( C42)
NT=3
BOX B,E,2,2
IF px(B, rast. =O0G==G;MU="D"'sGOTO 184 IF PX(B,le2)=0G=-G;MUs"D"; GOTO 184 IF PX(B,L+B)=0Ge-G:MUa"D"
IF PX(B+2,L)=OF=-F:MU=s"D";GOTO 18h IF PX(Be2,L)= OFF; MU="D";GOTO 184 IF PX(B+D,L)=OFs-¥3MUs"D"
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‘MINI GOLF pg.2
184 DeaKeF; E=MeG
185 BeBt);leLt®
187 NT=¢
198 BOX B,L,2, age
226 IF Dee3IP Be3ZIF L&Z+31F LIZ 3GOTC YG 238 IF De@IF E=PGOTC 26
258 NEXT A oe ae 5 ao Lig 2a lig FS BOX, Wohl, 2, 13 RELURN BOX WV 25 Wy4Z,2yhyls Wy 2,4,2,15RS Wy °0 BOX bb AE RE 1926 & aie Z=18;GOSUB 964 . 1938 X=5 83 Y=; RETURN He Bx My Bs Wd», 15D 3 BOX =354 1553053913 BOX -35,-15, 38, 38,1 STE Meee 15 1135 GOSUB 96g 1148 RETURN 1268 BOX B,-10,120, 66,1 1258 De-58,1<-263 W=453 2-25; Xa+6D; Y=-26 1255 BUX 5515548, 4B, 1; BOX-50,— 25540, LB, 1 1257 BOX =te ay 285 28,2; BOX 393-28, 25, 30,2 1268 GOSUB 99d 1265 RETURN
1308 BOX 20,20, 78,3041
1318 BOX -3f,0; 50,76, |
132f BOX 20,725, 7B, 25,1
1330 Be2D; 12203 tin 3P; 220 1348 X=30;Y=20;GOSUB 969 1358 RETURN
140% BOX -36,-20, 4p si
1L1f BOX 1f,-19, 50, 20
142g BOX oD, 5 5b b
1458 Be-29; Tee ae Y==25 160 i603 220+ GOSUB 969 1476 RETURN
1508 BOX -39,-19, 66,601; BCX 30,065, 38,1; BOX -30,0,48, 28,2 1520 BOX 5,20, 35,20, 1
1536 Be 5Z; 12203 X= 69; Y=2B Wn=52s Z==353GOSUB 98¢ 5B RETURN
FOR A=1TO 1$;NT=3
BOX V,Zy4y45 3: BOX W,A,2,2,3;MU="3" NEXT A; TB
CLEAR ;P=P+1; "Tg
IF PaV+1P=1 sH=H#1
2g DF He7GoTS 35
CLEAR
B ¥OR A=ITO ¥
ion PRINT A, 4);NEXT A
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COMPUTER LISTING FOR STAR TREK
It is important that this program be input exactly as written here }
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2. BATTLE CRUISER CLASS I CRUISERKLINGON OUTPOSTPHT. TORD, HIT HAIN
PHASER HIT
16 CLEAR ; =i ee 7.266
LO baa! T=RND (3); X=G;1F K=fT=3 5 S=13 mer P=16 931+ (Ke3) ; aii IF 2OZez—1
76 IF &(28)=32IF wW<oW=w+1 75 IF &(20)=16WEW-2;I1F WePWad 88 IF C=1R=-R-(W-S)x1¢ 82 IF Ca2R=R+Sx1h 85 IF C=3ReR+( W+S)x1B 9B D=38—R+1G0;M=RND (yt+Ix2);IF PC2OSeS+1 196 IF J>PJ=J—1;X=h 185 BOX -19,-38,2,2,3;1FO>IGOTO 124 Hs IF RCZBUPT=T-1 HOST ee 128 IF X#hU=U4+1;I1F U>16X=9; U= 136 IF I= a fa -GOTO 26¢ 14¢ IF S)-61F P)Q+29S=S-1 199 IF P>2gIF M=cIlF R37G6GOTO 76¢
IF &(22)=321F We@C=C+1;IF C=4C=1 219 IF F=@IF &(21)=32I1F C<3IF Z=PIF RX&28PGPGGOTO 548 228 IF &(23)=321F C=1IF X<4IF Ro PPbGOTO 79DO 236 IF OD1IF. R>38AGGOTO 48 IF F)O¥=F-13Z1 295 IF B>2G0TO 366
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713) =2h,1,1,2;NEXT A; BeB+5
BOX D+h, Deh+1, 2, Deeti,e2
300 BOX $,1,136,57,1;BOX O, 1,134, 54,2; BOX J,1, 130, 0
36 FC=1; fi Fok he1T0 15;BOX RND (138)-65, BND (
68 BOX b,- 3;IF R37 5$G0T0 376
64 IF 1246 ake “46 a
65 BOX $,%,2+Ds2, 2+Ds3,2;1F I=3GOTO 367
66 BOX 0,9, 2xD+8, Deh+1, 2; oF - —D=4, Deoht1,2, De2t1, 23
67 CXa=793CY=k@;PRINT 5
i! CXe=753 CY¥=—39; PRINT ik WR" ,W," HDG=",C," PHS ",-1xZ+heh," PH, Ts", 4-X
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LINE =25,-25, 4; LINE 9,9, 23 NEXT A; Ashe PebD; Zehy Ik P< GOTO 36
FOR nace 44STEP 2; BOX 0,8 FC= BC; &( 21) = 2555 ;T=RND (65;
IF R)3758G0TO kg
NE 25,-25,4;LINE g 2000"
fF P<gGoro
WI “_ NST
NNN NANWVNG a3: Seas onF Oui
LI gp orm 333BC=RND (255
GOSUB 1D
IF Te4F=De2;GOSUB 195%
Lr te5d=D3 GOSUB 19 5B
Bud Q<PPRINT "SCORE" ,K3; STOP
982
);NEXT A
@( C)=@( C)e2xD; Q=Q-De2; &( ol! =; CLEAR ;IF @(C)Kfa(C)=g FC=BC+6; IF @ 6)< 35Q=Q-38+@(C)3 CX=~663 CY=19;PRINT SHIELD" , C,@(C) "Hl;
STAR TREK pg,2
784 GOTO 366 (Joa CX==-553; FOR A=-24568+Tx1 57TC -2h 5544+Tx153 TVa% 6( A); NEXT A 1896 WT=3;&(23)= =f3&( al )=238;FOR AnQPTO 4SSTEE =-1; °&(19)= =A3;NEXT A;0=0+1 1972 &(21 =D 5 23)= Sea EISDs IF O<5-IGOTO 1676 18 ‘75 &(19)=6; RETURI 2D 0) FOR A=1TC BS =a = RIND C255): NEXT A; FC=1 2885 Le ( Hm 1) x19; Tle 190s G=G+L; IF G>5BG=0; GOSUB 7264 261 g CLE oh NSS PRINT Ws SNIP SLATUS REPORT" PRINT; PRINT "355.95 POWER",
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2625 WOR Ae1TO 3;PRINT ;PRINT "SHIELD", A, @(A) ,"%6";NEXT A
2626 KaK+LyIF KPCLTAR ;GOTO 4g
nee ee =23&( 21 )=21P- 2s Y= Ae 53 BOX B, A, Y+1,¥+1, 23 BOX B,A,Y+t,Y+1, A
7050 P=P=D-RND (1f);FC=79;&(21)=9
7055 IF PepgGotc 2006
7666 X=X+1;GOTC 399
7206 = 19G-H+K; Z=P ;3@( 1)=Q; @(2)=75; @( 3)=65; RETURN