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One of the strengths of this program, compared to others, is that it fits on one magnetic card. That also means that you can play the game on a 67/97 whose card reader is no longer working once you’ve keyed it in.
The game is played on a 100 x 100 grid, with coordinates given as XX.XX and YY.YY.
1) To start the game, input a decimal seed and press A. Displayed value is the Enterprise’s coordinates.
2) To run a sensor scan for enemy ships, press B. Displayed values will be a) Enemy ship #, b) Distance, c) Bearing (* Note: a, b and c will be repeated for all ships that might be in range *), d) Damage to the Enterprise (since enemy ships always fire when detected, even though the Enterprise’s shields will automatically go up in this situation), and e) the Enterprise’s coordinates again.
3) To move the Enterprise, input the Angle, press ENTER and input the Warp Speed desired, and press C. Displayed value is the new coordinate for the Enterprise. (Note: Speed is from 1-8, but does not have to be an integer. You cannot move greater than warp 8. Movement in grid units is 10 * Warp number. If you have more than 50% damage, you are limited to Warp 4. Angle is from 0 to 180 and 0 to -180, with 0 being to the right (or east), 90 being up (or north), 180 being left (or west), and -90 being down (or south). You may also input the angle from 0 to 360. Picture the playing area as a 100 x 100 grid).
4) Before going into battle, you should put some energy into the shields by entering the Energy to Shields and pressing D. Output number is Shield Energy.
5) To attack, you must be within attacking distance, which is 1/2 the sensor distance. (Note: Default sensor distance is 25 units). You can only attack one enemy at a time. To attack, enter the ship number to be attacked and press E. Output number is in the form of ZZZ.ZZ which is the remaining shield energy. Then you must enter the phaser power to be used in the attack with a number from 1 to 9 and pressing R/S.
Outputs from the attack are: a) Enemy damage, b) Enterprise Damage, c) Enterprise Coordinates, and d) Enemy ship number. If the display stops with the Enemy ship number displayed as a negative, then the enemy has been destroyed. If the Enterprise coordinates are displayed again, then you were out of attack range.
Note: If you ever see 0.00 blinking in the display, it means you have run out of energy and have lost the game.
6) To recall the damage for any ship, enter the ship number of the enemy ship (1-3) or the Enterprise (4) and press f-shift b.
7) To repair damage to a ship, enter the ship number and press STO I (Note: that is not the lower case letter but the upper case). Enter the amount of damage to be repaired as a negative number and press shift-f c. The output displayed is the ship’s coordinates.
8) To recall the Enterprise’s coordinates at any time, press GSB 0.
9) To recall total energy remaining, press RCL 8.
10) To recall shield energy remaining, press RCL 6.
11) To check the range for the sensors, press RCL 0.
That’s it. Quite a long list of instructions, but then, the Captain’s job is never easy.
Enter Press See Description 0.5281953751 A 84.28 This is the enterprise’s coordinates. B Scan for enemy vessels 84.28 Enterprise’s coord’s returned. No vessels nearby. 180 ENTER 4 C 44.28 Let’s move 180 degrees at warp 4 B 1. Scan. Enemy ship #1 found 22. 22 units away 137. at a bearing of 137 degrees 4. Enterprise’s ship number. No damage. 44.28 Enterprise’s coord’s returned. 137 ENTER 1.8 C 31.40 Enterprise’s new coord’s. Note: if we scan again now, we’ll be fired on again, so let’s assume we did that right and fire ourselves. 110 D 110.00 Set our shields to 110. Don’t forget! 1 E 102.58 Attack ship #1. Our shields went down to 102.58 (very slight hit). 9 R/S 11.92 Now fire phasers at max power (9) 1.86 11.92 was damage done to enemy, our 31.40 damage was only 1.86, our coord’s. 1 E 32.27 Fire again. Remaining shields. 9 R/S 29.10 Damage to enemy 17.58 Our damage 31.40 Our coord’s again 4 f b 23.40 This is our cummulative damage. 23%. 4 STO I Let’s repair some of our damage. 6 CHS f c 31.40 Repaired 6 units 4 f b 17.40 Damage was repaired 1 f b 41.02 Enemy damage 100 D 132.27 Replenish Shields. Don’t forget this! 1 E 77.17 Remaining shields 9 R/S 2.37 Damage to enemy 13.77 Our Damage 31.40 Our coord’s 75 D 152.17 Replenish shields 1 E 107.08 Remaining shields 9 R/S 26.09 Damage to enemy 11.27 Our damage 31.40 Our coord’s 1 E 99.41 Remaining shields 9 R/S 5.07 Damage to enemy 1.92 Our damage 31.40 Our coord’s 1 E 74.84 Remaining shields 9 R/S 48.49 Damage to enemy -1.00 Die! Die! (Enemy ship 1 destroyed) 4 f b 44.37 Our total damage CHS f c 0.00 All repaired
Now you’re ready to track down the next two enemy ships!
Line Instruction 01 LBL A 02 STO E 03 2 04 EEX 05 4 06 STO 8 07 EEX 08 2 09 STO A 10 4 11 STO I 12 / 13 STO 0 14 0 15 STO 6 16 LBL 9 17 GSB 8 18 RCL A 19 * 20 RND 21 STO i 22 DSZI 23 GTO 9 24 LBL 0 25 RCL 4 26 DSP 2 27 PRTX 28 R/S 29 LBL 8 30 RCL E 31 TAN-1 32 FRC 33 STO E 34 RTN 35 LBL B 36 3 37 STO I 38 LBL 6 39 GSB 2 40 RCL 0 41 X<=Y? 42 GTO 5 43 RDN 44 RCL I 45 DSP 0 46 PRTX 47 RDN 48 PRTX 49 X<>Y 50 PRTX 51 SPC 52 GSB 8 53 LSTX 54 ST+5 55 LBL 5 56 DSZI 57 GTO6 58 GSB a 59 GTO 0 60 LBL 7 61 INT 62 F2? 63 STO B 64 LSTX 65 FRC 66 RCL A 67 * 68 INT 69 RTN 70 LBL C 71 STO C 72 X<>Y 73 STO B 74 8 75 RCL A 76 RCL 4 77 GSB d 78 - 79 % 80 RCL C 81 X>Y? 82 X<>Y 83 1 84 0 85 * 86 STO C 87 X^2 88 GSB 1 89 RCL B 90 RCL C 91 ->R 92 INT 93 ST+ 4 94 X<>Y 95 INT 96 RCL A 97 / 98 ST+ 4 99 GTO 0 100 LBL 1 101 SF 2 102 LBL D 103 RCL 8 104 X<>Y 105 X<=Y? 106 GTO 4 107 0 108 STO I 109 DSZI 110 PSE 111 GTO i 112 LBL 4 113 ST- 8 114 F2? 115 RTN 116 ST+ 6 117 RCL 6 118 RTN 119 LBL E 120 STO I 121 GSB 2 122 STO B 123 RCL 6 124 RCL A 125 RCL i 126 GSB d 127 - 128 GSB 8 129 * 130 X>Y? 131 GSB 3 132 ST- 6 133 STO 5 134 RCL 6 135 R/S 136 STO D 137 RCL 0 138 2 139 / 140 RCL B 141 X>Y? 142 GTO 0 143 X^2 144 RCL D 145 * 146 GSB 1 147 GSB 8 148 RCL A 149 * 150 RCL B 151 SQRT 152 / 153 PRTX 154 GSB c 155 GSB a 156 GTO 0 157 LBL 3 158 GSB 1 159 RUP 160 - 161 SF 2 162 RTN 163 LBL 2 164 RCL i 165 SF 2 166 GSB 7 167 RCL 4 168 GSB 7 169 RCL B 170 RDN 171 RDN 172 X<>Y 173 RUP 174 - 175 RDN 176 - 177 RUP 178 X<>Y 179 ->P 180 RTN 181 LBL e 182 RCL I 183 CHS 184 STO i 185 R/S 186 LBL b 187 STO I 188 RCL i 189 LBL d 190 RCL A 191 * 192 FRC 193 EEX 194 3 195 * 196 RTN 197 LBL a 198 RCL 5 199 X=0? 200 RTN 201 ST- 5 202 4 203 STO I 204 F2? 205 1/X 206 / 207 PRTX 208 LBL c 209 RCL i 210 GSB d 211 + 212 RCL A 213 X<=Y? 214 GTO e 215 RDN 216 EEX 217 5 218 / 219 RCL i 220 DSP 2 221 RND 222 + 223 STO i 224 RTN