U. OF TEXAS STAR TREK GAME Instructions
THE GALAXY IS DIVIDED INTO 64 QUADRANTS WITH THE FOLLOWING COORDINATES:
 Y--   1   2   3   4   5   6   7   8   '
   --------------------------------- X
 ' :   :   :   :   :   :   :   :   :   1 
   --------------------------------- '
 ' :   :   :   :   :   :   :   :   :   2 
   --------------------------------- '
 ' :   :   :   :   :   :   :   :   :   3 
   --------------------------------- '
 ' :   :   :   :   :   :   :   :   :   4 
   --------------------------------- '
 ' :   :   :   :   :   :   :   :   :   5 
   --------------------------------- '
 ' :   :   :   :   :   :   :   :   :   6 
   --------------------------------- '
 ' :   :   :   :   :   :   :   :   :   7 
   --------------------------------- '
 ' :   :   :   :   :   :   :   :   :   8 
   --------------------------------- '
EACH QUADRANT IS SIMILARLY DIVIDED INTO 64 SECTORS.

::: DEVICES :::

WARP ENGINES: COURSE = A REAL NUMBER FROM 1 TO 8.99999. NUMBERS INDICATE DIRECTION STARTING AT THE RIGHT AND GOING COUNTER CLOCKWISE:
        3
      4   2
         /
    5---*---1
       /
      6   8
        7

WARP FACTOR = A REAL NUMBER FROM 0 TO 12. DISTANCE TRAVELED = INTEGER (WARP FACTOR) QUADRANTS:
   WARP .2 = THE ENTERPRISE TRAVELS 1 SECTOR.
        .5 =                        4 SECTORS.
         1 =                        1 QUADRANT.
         2 =                        2 QUADRANTS.
FOR EXAMPLE, IF YOU TRAVEL FROM: QUADRANT 1 - 1, SECTOR 1 - 1, IN DIRECTION 1 AT WARP 2 YOU WOULD STOP AT QUADRANT 1 - 3, SECTOR 1 - 1 IN THE NEXT STARDATE. WHEN YOU CHANGE QUADRANTS, HOWEVER, THE POSITIONS OF ALL OBJECTS IN THE NEW QUADRANT (INCLUDING THE ENTERPRISE) ARE RANDOMIZED TO SIMULATE 3-D TRAVEL.

*** NOTE: EVERY USE OF THE WARP ENGINES TAKES ONE STARDATE. IF THE ENTERPRISE IS BLOCKED BY SOMETHING DURING INTRA-QUADRANT TRAVEL IT WILL STOP IN FRONT OF IT (AND WASTE A STARDATE) ***

***NOTE: THERE IS A TIME PORTAL AVAILABLE BY TRAVELLING AT WARP 12. YOU MAY BE CARRIED EITHER FORWARD OR BACKWARD IN TIME, BUT THERE IS ALSO A .40 PROBABILITY THAT YOU WILL BE DESTROYED IN A NUCLEAR IMPLOSION. A WARP FACTOR OF 12 MAY ONLY BE USED AFTER 15 SOLAR YEARS.

***NOTE: IF THE ENTERPRISE RAMS A KLINGON VESSEL, EITHER DELIBERATELY OR ACCIDENTLY, THE KLINGON WILL BE DESTROYED AND THE ENTERPRISE HEAVILY DAMAGED.

SHORT RANGE SENSORS:

THE SHORT RANGE SENSORS OF THE ENTERPRISE DISPLAY A DETAILED VIEW OF THE QUADRANT IT IS CURRENTLY IN. THE ENTERPRISE LOOKS LIKE /E/ ON THE SCREEN. KLINGON BATTLE CRUISERS LOOK LIKE /K/ ON THE SCREEN. STARBASES LOOK LIKE /B/ AND STARS LOOK LIKE * . THE KLINGONS MAY HAVE A POWERFUL COMMAND SHIP, /C/.

***NOTE: DOCKING IS A TWO STEP PROCEDURE--FIRST YOU MUST MOVE ADJACENT TO THE BASE. THEN CONDUCT A SHORT RANGE SCAN. WHILE DOCKED, STARBASE SHIELDS PROTECT THE STARSHIP.

***NOTE: CONDITION YELLOW MEANS YOU ARE DANGEROUSLY LOW ON ENERGY AND SHOULD MAKE FOR A BASE POSTHASTE.

EXPERIMENTAL DEATH RAY

THE EXPERIMENTAL DEATH RAY, AS ITS NAME IMPLIES, IS UNPREDICTABLE. HOWEVER, ONE CAN CERTAINLY PREDICT THAT, IN A GIVEN SITUATION, IT WILL DO WHATEVER IT DAMN WELL PLEASES. THERE IS A GOOD PROBABILITY THAT IT WILL DESTROY MANY KLINGONS, BUT THERE COULD BE SOME INTERESTING SIDE EFFECTS. IT CAN PROBABLY ONLY BE FIRED ONCE, BUT YOU NEVER KNOW. IT CANNOT BE USED UNTIL 18 SOLAR YEARS HAVE PASSED.

LONG RANGE SENSORS:

THE LONG RANGE SENSORS OF THE ENTERPRISE DISPLAY THE NUMBER OF OBJECTS IN THE 9 CLOSEST QUADRANTS, WITH THE ENTERPRISE IN THE CENTRAL ONE. EACH DIGIT OF THE NUMBER IN EACH BOX MEANS SOMETHING:
   THE ONES DIGIT REPRESENTS THE NUMBER OF STARS.
       TENS                                STARBASES.
      HUNDREDS                             KLINGONS.
      THOUSANDS                            SUPERNOVA.
FOR EXAMPLE:
319 MEANS  3 KLINGONS, 1 STARBASE, AND 9 STARS.
206 MEANS 2 KLINGONS, 0 STARBASES, AND 6 STARS.
7 MEANS 0 KLINGONS, 0 STARBASES, AND 7 STARS.

ENERGY SHIELDS:

WHILE THE ENERGY SHIELDS OF A STARSHIP ARE ACTIVATED, KLINGON ATTACKS ARE NULLIFIED. EVERY TIME YOU MOVE WITH YOUR SHIELDS UP, 200 UNITS OF ENERGY ARE USED. ALSO, SHIELD ACTIVATION ITSELF REQUIRES 200 UNITS. NOTE: YOU MUST LOWER YOUR SHIELDS TO ATTACK.

PHASERS:

ANY PORTION OF THE ENERGY AVAILABLE CAN BE FIRED. THE BATTLE COMPUTER DIVIDES THIS AMOUNT AMONG THE KLINGON CRUISERS IN THE QUADRANT AND DETERMINES THE VARIOUS DIRECTIONS OF FIRE. THE EFFECTIVENESS OF A HIT DEPENDS MOSTLY ON THE DISTANCE TO THE TARGET. A KLINGON BATTLE CRUISER STARTS WITH 200 UNITS OF ENERGY. IT CAN FIRE AN AMOUNT EQUAL TO WHATEVER ENERGY IT HAS LEFT.

PHOTON TORPEDOES:

INITIALLY THE ENTERPRISE HAS 10 PHOTON TORPEDOES. ONE TORPEDO DESTROYS WHATEVER IT HITS. THE RANGE OF PHOTON TORPEDOES (LIKE PHASERS) IS LIMITED TO THE CURRENT QUADRANT. THE COURSE OF A PHOTON TORPEDO IS SET THE SAME WAY AS THAT OF THE ENTERPRISE. YOU MAY, IF YOU WISH, FIRE A SPREAD OF THREE TORPEDOES AT ONCE. THERE IS A TIME LAG IN LAUNCHING THEM, THE ONE WITH THE LOWEST NUMERICAL COURSE BEING FIRED FIRST. FOR EXAMPLE, A TORPEDO COURSE OF 3.49 WITH A SPREAD ANGLE OF 0.24 WOULD FIRE TORPEDOES AT DIRECTIONS 3.25, 3.49, AND 3.73 .

DAMAGE CONTROL REPORT:

THE DAMAGE CONTROL REPORT LISTS THE MAIN DEVICES AND THEIR STATE OF REPAIR. A NEGATIVE STATE OF REPAIR INDICATES A DISABLES DEVICE. DEVICES CAN BE DAMAGED OR REPAIRED BY A SPACE STORM OR TRUCE, RESPECTIVELY. ALSO, DAMAGED DEVICES ARE REPAIRED 2 UNITS EVERY STARDATE.

COMMANDS:

   0 = SET COURSE
   1 = SHORT RANGE SENSOR SCAN
   2 = LONG RANGE SENSOR SCAN
   3 = FIRE PHASERS
   4 = FIRE PHOTON TORPEDOES
   5 = DAMAGE CONTROL REPORT
   6 = SELF-DESTRUCT
   7 = ABANDON SHIP
   8 = ACTIVATE ENERGY SHIELDS
   9 = DEACTIVATE ENERGY SHIELDS
   10 = FIRE EXPERIMENTAL DEATH RAY
P.S.--SAVE THIS COPY OF INSTRUCTIONS, SO THAT NEXT TIME YOU WILL NOT NEED ADDITIONAL INSTRUCIONS AND CAN PROCEED IMMEDIATELY TO PLAY.