Introduction
Welcome to Star Trek, the Emulator.ca Systems implementation of the classic 1971 starship command simulator originally written by Mike Mayfield.
In the early days of mainframe computing, when terminals were teletype machines and storage was measured in kilowords, a game emerged that would captivate a generation. Published in David Ahl's legendary 101 BASIC Computer Games (1973), Super Star Trek transformed university computer labs into starship bridges. Students would queue for hours, waiting their turn at the terminal, scribbling galaxy maps on scraps of paper while the line printer hammered out sector scans.
The premise is deceptively simple: you command the USS Enterprise through an 8x8 galaxy, hunting Klingon warships before time runs out. But beneath that simplicity lies a rich tactical game of energy management, navigation, and combat that has endured for over fifty years. Every decision matters -- fire phasers too liberally and you will lack the energy to reach a starbase; raise shields too late and a Klingon ambush will cripple your systems; chart your course carelessly and the stardates will slip away.
This implementation faithfully recreates the experience with a modern terminal interface. The 8x8 galaxy, the three-digit quadrant codes, the starbase docking mechanic, the torpedo calculator -- it is all here, exactly as generations of players remember it.
Each game generates a new galaxy with randomly placed Klingons, starbases, and stars. No two missions are alike. The quadrant names are drawn from the classic stellar catalogue: Antares, Rigel, Procyon, Vega, Canopus, Altair, Sagittarius, and Pollux.
Quick Start
Ready to take command? Follow these steps:
- Dial the Enterprise line:
ATDT555-1701 - Press ENTER at the welcome screen to begin your mission
- Read the mission briefing -- note the number of Klingons, starbases, and your time limit
- Type SRS to perform a Short Range Scan of your current quadrant
- Type LRS to scan surrounding quadrants and begin mapping the galaxy
- Raise shields with
SHEif Klingons are present
Keep a pencil and paper handy. Draw an 8x8 grid for the galaxy and fill in the three-digit codes (Klingons-Starbases-Stars) as you scan each quadrant. This map is your most valuable tactical asset.
Getting Started
Upon dialling ATDT555-1701, your modem will connect to the Enterprise bridge simulator. The system presents a welcome screen with the game title and historical credit.
Connection Settings
| Setting | Value |
|---|---|
| Phone Number | 555-1701 |
| Baud Rate | 300 or 1200 |
| Terminal | VT100 / ANSI |
| Data Format | 8N1 |
Press ENTER to proceed from the welcome screen. The system will display your mission briefing, including:
- Current stardate and time limit
- Number of Klingons to destroy
- Number of starbases in the galaxy
- Your starting quadrant and sector position
If Klingons are present in your starting quadrant, a RED ALERT will sound immediately. Raise shields before doing anything else.
When you enter a quadrant containing Klingon warships, your condition changes to RED. Klingons will fire on you after every action you take. Raise shields with the SHE command before engaging the enemy.
The Galaxy
The galaxy is an 8x8 grid of quadrants, each identified by row and column coordinates (1,1 through 8,8). Each quadrant also has a name drawn from the stellar catalogue -- for example, ANTARES I or POLLUX IV.
Within each quadrant is an 8x8 grid of sectors where the actual gameplay takes place. Sectors may contain:
| Symbol | Entity | Description |
|---|---|---|
E |
Enterprise | Your ship |
K |
Klingon | Enemy warship |
B |
Starbase | Federation supply depot |
* |
Star | Celestial body (blocks movement and torpedoes) |
. |
Empty | Open space |
Condition Indicators
Your ship's alert condition is displayed with each command prompt:
| Condition | Colour | Meaning |
|---|---|---|
| GREEN | Green | No threats, energy adequate |
| YELLOW | Yellow | Energy below 300 units |
| RED | Red | Klingons present in quadrant |
| DOCKED | Cyan | Docked at a starbase |
Quadrant Names
Each quadrant bears a name from the stellar catalogue, combining one of eight star names with a Roman numeral (I through VIII):
Antares, Rigel, Procyon, Vega, Canopus, Altair, Sagittarius, Pollux
For example, the quadrant at row 3, column 5 might be called PROCYON V. These names appear in your Short Range Scan header and in the Galactic Record.
Navigation
The Enterprise has two propulsion systems: impulse engines for movement within a quadrant, and warp drive for travel between quadrants.
Course Direction
Navigation uses a compass-style degree system:
0 (N)
|
270 (W) ---+--- 90 (E)
|
180 (S)
Course is specified in degrees from 0 to 359, measured clockwise from North.
Impulse Movement (Warp < 1)
Setting a warp factor below 1.0 engages impulse engines for intra-quadrant travel. The distance in sectors equals the warp factor multiplied by 8. For example, warp 0.5 moves you 4 sectors.
- Energy cost: approximately 1 unit per sector
- Advances the stardate by 0.1 (negligible)
- Movement is blocked by stars, Klingons, and starbases in your path
Warp Movement (Warp 1-8)
Warp factors of 1.0 and above move you between quadrants. The warp factor determines how many quadrants you traverse in a single jump.
- Energy cost: warp factor squared, multiplied by distance, multiplied by 10
- Advances the stardate by 1.0 per jump
- You arrive at a random sector in the destination quadrant
- A course that would take you outside the galaxy is rejected
Navigation Procedure
- Type
NAVat the command prompt - Enter course in degrees (0-359), or -1 to cancel
- Enter warp factor (0.1-8.0), or 0 to cancel
If the warp drive is damaged, your maximum warp factor is limited to 0.2. You will need to reach a starbase for repairs before travelling at full warp.
To travel east at warp 2: type NAV, enter course 90, then enter warp factor 2. This costs approximately 40 energy units and advances the stardate by 1.0.
Combat
Two weapons systems are available for engaging Klingon warships: phasers and photon torpedoes.
Phasers (PHA)
Phasers are energy weapons that automatically target all Klingons in the current quadrant. Energy is distributed equally among all targets, with damage falling off with distance.
- Specify the amount of energy to allocate (drawn from your main energy supply)
- Damage is divided equally among all Klingons in the quadrant
- Closer Klingons receive more effective hits
- A random factor (80% to 120%) affects each individual hit
- Damage formula: (energy per target) x (1 - distance/10) x random factor
Tactical note: Concentrate more energy than you think necessary. A Klingon with 200 energy at distance 5 may require 400 or more phaser units to destroy reliably.
Photon Torpedoes (TOR)
Torpedoes travel in a straight line along the specified course and destroy the first target they hit. They are the most energy-efficient weapon but require accurate aim.
- Specify course in degrees (0-359)
- Torpedoes destroy Klingons in a single hit
- They also destroy starbases (be careful!) and are absorbed by stars
- You carry a maximum of 10 torpedoes
- Use the Library Computer's torpedo calculator (COM > 3) for precise targeting
Klingon Counter-Attacks
After you fire weapons, surviving Klingons will return fire. Each Klingon's attack damage depends on its remaining energy and distance from the Enterprise. Shields absorb incoming damage first; any excess strikes the hull directly and may damage ship systems. If total damage exceeds 50 units or hull is hit directly, there is a 20% chance of system damage per hit.
Shields (SHE)
Transfer energy to shields before engaging Klingons. Shields absorb incoming damage, protecting the hull and ship systems.
- Energy transferred to shields is deducted from your main energy supply
- Shields can be lowered by setting a lower value (energy returns to main supply)
- While docked, shields are automatically lowered to zero
- Shields do not regenerate on their own -- you must manually allocate energy
Before entering a quadrant with Klingons, raise shields to at least 300. Use the torpedo calculator to fire precise shots at nearby Klingons first, then mop up survivors with phasers. Always check your energy level -- running out of energy is as fatal as a Klingon barrage.
Ship Systems and Damage
The Enterprise has eight systems that can be damaged during combat. Damaged systems operate at reduced capacity or become entirely inoperative.
Ship Systems
| System | Command | Effect When Damaged |
|---|---|---|
| Warp Engines | NAV | Maximum warp limited to 0.2 |
| S.R. Sensors | SRS | Short Range Scan unavailable |
| L.R. Sensors | LRS | Long Range Scan unavailable |
| Phaser Control | PHA | Cannot fire phasers |
| Photon Tubes | TOR | Cannot fire torpedoes |
| Shield Control | SHE | Cannot adjust shields |
| Damage Control | DAM | Repair rate halved |
| Library-Computer | COM | Computer functions unavailable |
Damage and Repair
When a Klingon attack penetrates your shields, there is a chance of system damage. Each damaged system requires 1 to 5 stardates to fully repair. Systems repair themselves gradually as time passes.
- Normal repair rate: 1 stardate of damage repaired per stardate elapsed
- If Damage Control itself is damaged, the repair rate is halved
- Docking at a starbase instantly repairs all systems
Damage Report (DAM)
Type DAM at any time to see the current status of all ship systems. The report shows each damaged system and the estimated stardates remaining until full repair.
Damage Control is the most critical system to protect. When it is damaged, all other repairs take twice as long. If you lose Damage Control early in a battle, consider retreating to a starbase rather than fighting on with a crippled ship.
Starbases and Docking
Federation starbases are your lifeline. Docking at a starbase provides:
- Full energy replenishment (back to 3,000 units)
- Shield energy reset
- Torpedo reload (back to 10)
- Complete repair of all damaged systems
Docking Procedure
- Navigate to an adjacent sector (within 1.5 sectors of the starbase)
- Type
DOCto dock - Status changes to DOCKED; shields are lowered automatically
While docked, Klingons in the quadrant will not attack you. The next NAV command undocks you automatically.
Starbases are scarce -- typically 2 to 4 in the entire galaxy. Plan your route to pass near starbases when your energy runs low. The Library Computer's starbase calculator (COM > 4) can locate the nearest one.
Library Computer
The Library Computer (COM) provides five functions essential to tactical planning. If the computer system is damaged, none of these functions are available.
Computer Functions
| Function | Name | Description |
|---|---|---|
| 1 | Cumulative Galactic Record | Map of all scanned quadrants (KSB codes) |
| 2 | Status Report | Time remaining, Klingons left, starbases left |
| 3 | Torpedo Calculator | Direction and distance to each Klingon in quadrant |
| 4 | Starbase Calculator | Direction and distance to nearest starbase |
| 5 | Direction Calculator | Reference diagram for compass directions |
Galactic Record
The galactic record shows all quadrants you have scanned (via LRS or by visiting them). Each entry is a three-digit code:
- First digit: Number of Klingons in the quadrant
- Second digit: Number of starbases
- Third digit: Number of stars
Unscanned quadrants show ***. This is your strategic map -- use it to plan routes that target Klingon concentrations while staying within reach of starbases.
Torpedo Calculator
The torpedo calculator (function 3) displays the precise course in degrees to each Klingon in your current quadrant. Feed these values directly into the TOR command for accurate hits.
Starbase Calculator
The starbase calculator (function 4) provides the direction and distance to the nearest starbase in the galaxy. Essential for planning resupply runs when your reserves are low.
Command Reference
All commands are entered as three-letter abbreviations at the command prompt:
NAV - Navigate (set course and warp factor)
SRS - Short Range Scan (view current quadrant)
LRS - Long Range Scan (scan surrounding quadrants)
PHA - Fire Phasers (energy weapons, auto-targeting)
TOR - Fire Photon Torpedoes (manual aim)
SHE - Adjust Shield Energy
DAM - Damage Control Report
COM - Library Computer (5 sub-functions)
STA - Status Report
DOC - Dock at Starbase (must be adjacent)
HLP - Help screen
QUI - Quit game
Appendix: Quick Reference Card
+=====================================================+
| STAR TREK QUICK REFERENCE |
+=====================================================+
| |
| NAVIGATION COMBAT |
| ────────────────────── ────────────────────────── |
| NAV Set course/warp PHA Fire phasers |
| Course: 0-359 degrees TOR Fire torpedoes |
| Warp: 0.1 (impulse) SHE Adjust shields |
| 1-8 (warp) |
| |
| SENSORS COMPUTER (COM) |
| ────────────────────── ────────────────────────── |
| SRS Short Range Scan 1. Galactic Record |
| LRS Long Range Scan 2. Status Report |
| 3. Torpedo Calculator |
| SHIP 4. Starbase Calculator |
| ────────────────────── 5. Direction Reference |
| DAM Damage report |
| STA Status report MAP SYMBOLS |
| DOC Dock at starbase ────────────────────────── |
| HLP Help screen E=Enterprise K=Klingon |
| QUI Quit game B=Starbase *=Star |
| |
| ENERGY: 3000 max | TORPEDOES: 10 max |
| SHIELDS: Drawn from energy supply |
| COURSE: 0=N 90=E 180=S 270=W |
+=====================================================+
Appendix: Troubleshooting
Cannot Navigate
Problem: The NAV command reports "Cannot navigate while docked."
Solution: Your first NAV command after docking will undock you automatically. Simply issue the NAV command with your desired course and warp factor.
Phasers Have No Effect
Problem: You fire phasers but Klingons survive.
Solution: Phaser damage falls off with distance and is split among all targets. If three Klingons are present, each receives only one-third of your energy allocation. Move closer or allocate more energy.
Torpedoes Miss
Problem: Torpedoes do not hit the intended target.
Solution: Use the torpedo calculator (COM > 3) for the exact direction to each Klingon. Course is in degrees, so even a few degrees of error may cause a miss at long range.
Time Running Out
Problem: The stardate is approaching the deadline with Klingons remaining.
Solution: Each warp jump costs one stardate. Plan an efficient route through remaining Klingon quadrants. Impulse movement within a quadrant does not significantly advance time. The time limit is 25 stardates plus half the total number of Klingons in the galaxy.
Energy Depleted
Problem: Energy has dropped critically low.
Solution: Navigate to the nearest starbase immediately. Use the starbase calculator (COM > 4) to find the closest one. Even with damaged warp engines, you can still travel at warp 0.2.
All Systems Damaged
Problem: Multiple ship systems are offline.
Solution: Dock at a starbase to repair all systems instantly. If no starbase is nearby, wait for systems to self-repair over time (each stardate that passes repairs damage). Prioritise reaching a starbase if Damage Control is among the damaged systems.
Appendix: Glossary
| Term | Definition |
|---|---|
| Quadrant | One of 64 sectors of the galaxy (8x8 grid) |
| Sector | One of 64 positions within a quadrant (8x8 grid) |
| Stardate | Unit of time; each warp jump costs 1.0 stardates |
| KSB Code | Three-digit code showing Klingons, Starbases, Stars in a quadrant |
| Impulse | Sub-warp movement within a single quadrant (warp < 1.0) |
| Warp Factor | Speed setting for inter-quadrant travel (1.0 to 8.0) |
| Docking | Parking adjacent to a starbase for resupply and repair |
| Phaser | Energy weapon with automatic targeting and distance falloff |
| Photon Torpedo | Directional projectile weapon; one-hit kill on contact |
| Galactic Record | Library Computer map of scanned quadrants |
See Also
- Dungeon (
ATDT555-0666) -- A classic dungeon exploration adventure - Adventure (
ATDT555-0001) -- The original Colossal Cave text adventure - Roguelike (
ATDT555-0404) -- Procedural dungeon crawling
Star Trek is a product of Emulator.ca Systems.