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1990-12-21
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195 lines
Greetings Captain!
It is the author's intention to distribute this StarShipMac! prototype for the
following reasons:
1. Collect comments and suggestions (sort of a pre-beta test).
2. Demonstrate the power of ZBASIC™ by Zedcor, Inc. Forget MicroSoft...
3. Hope some software company will say "Hey! Let's see if that guy and us
can make a deal!"
For these reasons I have obtained a Copyright 1987 for my concept of that old
favorite of many colors "Star Trek". You may give the program to anyone (except
Harry Mudd) provided this documentation is attached.
Please send comments to:
Bob Grubb
6612 Thorman Road
Port Charlotte, FL 33981
StarShipMac! requires at least a 512k Mac.
The GAME
The Galaxy is comprised of an 8 by 8 grid of quadrants. Each Quadrant is
referenced by it's X Y coordinates. Inside each Quadrant are stars and
possibly Klingon Vessels or StarBase. The long range sensor displays
the contents of each Quadrant as a 3 digit number. The first digit
indicates the number of Klingon Vessels. The second digit indicates the number
of StarBases. The third digit indicates the number of stars. The display 203
therefore, means 2 Klingon Vessels, no StarBases, and 3 stars. Each Quadrant
is divided into an 8 by 8 grid of Sectors, displayed by the Short Range
Sensors.
The object is to move StarShipMac! through the galaxy seeking and destroying
Klingon Vessels. You begin the voyage with 10,000 units of energy. A portion of
that energy (5000 units) is divided across the various instruments and the
shields. It is possible that you will enter the game under attack by Klingon
Vessels.
When Klingon Vessels attack, a thick particle beam strikes StarShipMac!. Each
strike beats against the shields (if they are up) reducing the energy level to
the shields. As long as the shields are over say 500 units your instruments
will not be damaged. When the shields are down each strike will reduce your
reserve energy and may damage an instrument. When an instrument is damaged,
it's energy level is deducted from. The Energy window tracks your energy
allocations.
If you lose all energy, you will lose the game.
All energy is allocatable by you, the Captain, at anytime. You may set any of
the levels at any point you want. Maintaining good "level-age" is part of the
strategy. To change the Shield level move the corresponding scroll bar. This
will add/subtract units to the Shields and subtract/add units to the available
energy. Notice that the shield level is also indicated by the brightness of the
ring around StarShipMac! (or the absence of it).
All instrument levels are adjusted in the Energy window, just like the Shields.
Each level affects your ship's overall functionality. For instance, turning the
computer power down to low may disable your mapping. As you experiment with
these settings it will become apparent that you have total control over the
ship's resources, Captain.
Computer
The Computer is required to show the Map and move by X Y settings (more about
move by XY later).
Radio
The radio is required to track StarBase. The Starbase moves randomly through
the galaxy so it may be out of range. This will be reported. The Starbase may
be within range but energy to the Radio may be to low to reach it. You will be
informed of this also. If this happens, increase power to the Radio and try
again. The StarBases X Y coordinates will be reported under the StarBase menu.
Short Range Scan
The Short Range Scanner is the default display. It shows you the 8 by 8 grid of
sectors within the current Quadrant, and the positions of stars, Klingon
Vessels, and Starbase. Removing all power from the Short Range Scanners will
remove the SR Scan Window.
LR Scan
The Long Range Scanner is turned on by clicking the Impulse button in the Navigation window.
It will not operate if no energy is allocated to it. The
Long Range Scanner display is a 3 by 3 grid that displays the Warp Factor
as the center value and the immediately surrounding Quadrants as the border
values.
Map
Mapping is performed for any scanned Quadrant. Since the Starbase is not
stationary, it's position is never mapped. The Map display show the entire 8 by
8 grid that represents the galaxy. Unscanned Quadrants are blank. Scanned
quadrants display the number of Klingon Vessels in each. You may move to any
portion of the galaxy by clicking a map grid (provided ample energy is
available).
Navigation
There are a number of ways to navigate StarShipMac!. There are two levels of
movement Factors. These are Warp Factors and Impulse Factors.
Warp Factor 1 means that each movement will occur in one Quadrant leaps, Warp
Factor 6 in six Quadrant leaps.
Impulse Factor 1 means that movement will occur by one Sector leaps within the
current Quadrant.
Setting the Warp/Impulse Factor
Click on the Navigation window button "Impulse" to toggle to Warp Drive. The
current Factor is displayed in the center of the 3 by 3 grid, in the Navigation
window. The default Factor is 1. You change this Factor to a value of 1 through
8 by clicking on it.
Directional Control
One way of moving is to simply click in the 3 by 3 pad in the direction you
wish to travel. If Impulse drive is active you will see StarShipMac! move the
number of Sectors within the current Quadrant indicated by the Factor. If Warp
drive is active you will leave the current Quadrant and move to the Quadrant
indicated by the direction and Factor.
You can also navigate under Impulse power by pointing to the area you wish to
move on the Short Range Scan.
As mentioned earlier, you may move under Warp power by clicking likewise on
the Map.
Weapons
Are only available when under attack. You have two weapons to help you wipe
out Klingons. You do not have to aim them (that is really tacky stuff in these
days of the Federation!). Klingons continue to fire as your weapon fires, and
other commands by you are disabled until the weapons action has completed.
Phopedos
The Phopedo display shows the current number of torpedos. Fire torpedos one at
a time. To fire, click the Fire box. The Phopedo is launched. When it hits a
Klingon Vessel it is destroyed. If a star or Starbase are in the path between
the Klingon Vessel and StarShipMac! it will be destroyed. The resultant
explosion is powerful enough to blow you up as well if your Shields are not
adequate. We don’t really need to aim in this high tech era do we?
Phasers
Phasers are not impeded by objects between StarShipMac! and the target
Klingon Vessel. Activate Phasers by clicking the desired number of units to
fire from the Phaser display.
Each Klingon is allocated a random energy level (average? say 400). Phasers
drain the level for a Klingon until anti-matter is created. This results in
the explosion of a Klingon Vessel.
If you fire 1600 units at 4 vessels the number of units required to send the
first Klingon to anti-matter heaven is subtracted. The remaining units strike
the next Klingon, etc. If the units are insufficient to destroy the Klingon,
then the units are deducted from the Klingon Vessel, meaning the next strike
will require less units. The units fired are deducted from the Energy level.
Unlike preceding versions of the game, Phasers do not "over-heat". This is a
ridiculous concept given the temperature of open space. (open a window if it
gets to hot!)
Docking
Docking means landing StarShipMac! on the StarBase to replenish your ship.
There is only one StarBase (which you will probably need to find with the
StarBase menu). Docking is accomplished by moving into the Quadrant where the
StarBase is and moving under Impulse power to the same Sector occupied by the
StarBase. Or, select Dock from the StarBase menu when you share a sector.
When you dock, all instruments are repaired and you are given an Energy boost.
You will also receive a new supply of Photon Torpedos.