1 NQUAD
This parameter defines the galactic size. You can play in a 2x2 galaxy
of quadrants up to a 10x10 galaxy. The size of the galaxy will probably
have some effect on the game length.
1 PASSWORD
Enter the password associated with your name. Case is irrelevant. If you
have never played the game before, the program will create a new game record
for you in the ratings file and ask you to verify your password. Your
password can be up to 16 characters long. This is to prevent another
person from playing under your name and possibly getting you demoted.
This should NOT be the same as your login password (for obvious reasons).
If you forget your password, you will have to start over using a new name.
1 PHASOR
Phasors are energy beam weapons that fire either forward or rear along
the axis (present bearing) of the Enterprise. Their strength attenuates
with distance from target and bearing of target relative to bearing
fired (inverse square relationship). A 100 unit bolt will produce a 100
unit hit at a distance of 2.24 (SQRT(5)) a.u.s if the target is
directly in line with the Enterprise. Phasors act immediately upon all
targets in their path, but may be masked by intervening objects (planets,
starbases, other targets, etc). Starbases and planets are unaffected,
as well as ships you have captured.
2 ENERGY
Enter the amount of energy to allocate to the phasor bolt. Be careful not
to use up all your energy this way. It takes a 300 unit hit to destroy
a Klingon, and a 400 unit hit to destroy a Romulan. If you don't get
them the first time, though, they will be repairing the damage in the
interim. Your phasors will also be killing some of his crew (and your
troops, if you have transported a boarding party) which may slow down
his rate and strength of fire somewhat.
2 DIR
Type "F" for Forward or "R" for rear phasors. Forward means in the
direction the Enterprise is currently headed, and rear means 180
degrees opposite. The target should be approximately in line with
the way you are headed for maximum effect.
1 PLANET
Planets can be explored by the shuttlecraft and useful (or sometimes harmful)
things found. Otherwise, they are mainly objects to avoid, as collision with
one will result in your destruction. Each planet has a radius (use the PLOT
command) within which a collision will occur. Photon torpedos will destroy
them, as well as collisions with enemy vessels.
1 PLOT
This command gives the bearing to each planet (useful if you want to destroy
them with your torpedos) and to the starbase, if one is present. Will not
work if short range sensors are damaged.
1 PROCEED
Makes time pass. One turn (1 starminute) passes each time this command
is entered. See TRAVEL command to move faster through time. You can
just press <RETURN> instead of typing "0".
1 RATED
The program maintains a record for each player, reflecting his past victories
and defeats. Each game you play is assigned a difficulty factor (ranging
from 0 to about 116). The difficulty factor is based on the game level
selected, the number of enemy, and the size of the galaxy,
according to an arcane formula derived by the bureaucrats in Starfleet
command. Each player starts with a rating of 0 and gains or loses points
depending on what score he attains in a game and the difficulty factor of
the game in relation to his own personal rating. The net change in your
rating for the game complexity you have chosen is displayed and you can,
at this point, reconsider and try new game parameters. As you gain points,
you will have to play increasingly more difficult games to continue to gain
points.
2 RANK
With your personal rating is associated a rank, as follows:

   RANK               MINIMUM RATING NEEDED
===========================================
   Recruit                  0.
   Cadet                    5.
   Midshipman              10.
   Ensign                  20.
   Lieutenant JG           25.
   Lieutenant              30.
   Lieutenant Commander    37.
   Commander               45.
   Captain                 55.
   Commodore               67.
   Rear Admiral            80.
   Vice Admiral            90.
   Admiral                100.
   Fleet Admiral          120.

Your rating can never go negative. Anyone who makes it to Fleet Admiral
deserves a 21 gun salute!
1 RECONSIDER
If you don't like the possible rating changes associated with this game
situation, you may elect to reenter the game parameters. Do this as often
as you want, to see how the game parameters affect the difficulty factor,
or to get the exact difficulty factor desired. It is recommended that you
play games of a difficulty approximately equal to your current rating, in
order to progress smoothly through the ranks.

To protect against Control-C'ing out of difficult situations, whenever you
start a game, the points you would have lost given your current score are
immediately deducted from your rating. As the game progresses and you start
killing some of the enemy, these points are added back in to the rating file.
In the event of a system crash during a game, you are just out of luck.
1 REPULSE
Repulsor beams are used to push away nasty Klingons who are approaching too
close. Or you can try to push them out of the quadrant (or galaxy) or into
stars, Romulans, or each other. 150 units of energy at a distance of 2
a.u.s will move a Klingon 1 a.u. further away (movement is on a direct
line away from the Enterprise). Energy required increases with the square
of the distance to the Klingon.
2 ENERGY
Enter the amount of energy to expend on the repulsor beam. The effect on
the Klingon will be dependent on the distance squared from the Enterprise.
2 KLING
You must select which Klingon in the quadrant is to be pushed away (even
if there is only 1). Enter the number as shown on the Short Range Scan.
1 ROMULAN
Romulans, on the other hand, are much more difficult to live with. In addition
to taking more energy to destroy, they have a higher crew strength and are
much more difficult to capture. Although they always stay on integral coor-
dinates, the fact that they "hop" from one spot to another makes them diff-
icult to pin down. They have very clever computers on board that allow them
to launch torpedos that will intercept you if you don't change your course
regularly.
1 SAVE
You can save the game at any point. When you log back in, the program will
remember that you had a saved game and start you up immediately. You cannot
have more than one saved game at a time, but you can save a single game any
number of times. The file name used is created from the first 9 letters of
you last name + the extension ".S8V" and is deleted upon successful resto-
ration of the game (thus, saving frequently does not protect you from
system crashes).
1 SELF_DESTRUCT
If there is no hope left, you can order the Enterprise to self-destruct.
This has the advantage of taking any enemy that were in the same quadrant
along with you, so try to do it in a full quadrant.
1 SHIELDS
Your shields are there to protect your ship and crew from enemy phasor and
torpedo hits. If you are hit with your shields down, some part of the ship
will be damaged and personnel will be killed. Energy may be drawn from the
shields automatically to complete some maneuver if you main energy banks
run low. A collision will result in destruction of your shields and heavy
damage. Your shields must be down before attempting to pull in a ghostship
with your tractor beams. Shields are automatically dropped when you dock
at a starbase.
2 ENERGY
Enter a positive number to add energy to your shields, and a negative number
to remove it from the shields to the main energy banks. Enter zero (or just
press <RETURN>) to reset the shields to zero and put all the energy in the
main banks. If you find you don't want to change the shield energy at this
point, then you must type '#' to cancel the command.
1 SHUTTLE
Your shuttlecraft is used to explore the different planets in the quadrant.
We will not spoil your enjoyment by telling you all the things you might
find. You only have 1 shuttlecraft on board the Enterprise, but if it is
destroyed, a starbase might be able to replace it (rarely).
2 COMMAND
Possible shuttlecraft commands are:
	E - Explore
	R - Return to Enterprise
	D - Self destruct
2 EXPLORE
Enter the planet number to explore. You can explore them in any order, but
obviously some orderings are less time-consuming than others. The shuttle
travels at a speed of 0.25 and will spend a variable and random amount of
time exploring each planet ordered (you can tell it to break off and return
at any time). After it has explored all the planets you have listed, it will
automatically return to the Enterprise. Be careful not to leave the quadrant
until it has returned. You can explore planets while you are docked at a
starbase.
1 SR_SCAN
The short range scan tells you about the quadrant you are currently
occupying. Each point on the scan is represented by a pair of coordinates
(x and y), with x coordinates increasing to the right, and y coordinates
increasing upwards. The limits on the quadrant are from 0.5 to 10.49999,
with objects displayed on the nearest integral coordinate.

Each object is abbreviated to a single letter as follows: E - Enterprise,
K - Klingon, R - Romulan, P - Planet, B - Starbase, G - Ghostship,
S - Nucleonic storm, T - Romulan torpedo, U - Enterprise torpedo,
. - empty space, and blank for a black hole. When two or
more objects occupy proximate positions, only one is displayed. Some
types of object are followed by numbers (1-9) to distinguish one from
the other for certain commands and for informational purposes. Watch out
for the black holes and especially for the cloaked Romulans!
2 OTHER_INFO
The information to the right of you scan is very important. The time left
indicates how many stardates are remaining to play (each game "turn" is one
starminute, or 1/100 of a stardate). The condition indicates the general
status of your ship in this quadrant, and can be one of the following values:
GREEN - all clear, ORANGE - one or more enemy in the quadrant, YELLOW - same
as green, but your energy reserves are very low, RED - same as orange, but
some facility has been damaged, DOCKED - you are protected by the starbase,
CLOAKED - you are invisible to the enemy! The position is your exact position
in the quadrant. Energy is the amount remaining in your main energy banks.
Torpedos is the number left on board plus the number that are queued to be
fired yet. Enemy left is the number of Klingons and Romulans remaining. The
number of cloaked Romulans remaining is shown in parentheses.Your crew and
troops are the count of the people aboard the Enterprise (crew being used
to run the ship and troops to fight aboard and capture enemy vessels). Shields
shows how much energy remains in your shields. Speed and bearing show your
present course. Speed may be followed by a + sign, indicating acceleration
is in progress, or a - sign, indicating deceleration. Similarly, bearing, if
followed by a + sign, indicates a turn in progress in a clockwise direction,
while a - sign would indicate a turn in a counterclockwise direction. Score
is a number from 0-1000 indicating what proportion of the enemy you have
slain. Time ratio is the ratio of the number of enemy left to the time
remaining and is either plus or minus a certain percentage from the
starting ratio (so you can judge how well you are allocating your time).
1 STARBASE
A starbase is a safe haven for the Enterprise. Be very careful how you treat
them. They can be destroyed by a collision with another vessel.
You should approach a starbase at a speed of not more than 0.25; being very
careful that nearby black holes do not cause you to be accelerated into them.
A starbase will fully resupply you with energy and torpedos.
It will have additional troops and may have replacement crew and even a spare
shuttlecraft for you. Also, they will repair your damage approximately 3
times faster than you could do it yourself. When you are not in the quadrant,
any enemy there will be attacking the base which may be destroyed as a
result (at level 4 only), but you will receive a message if they are in
trouble (unless your communications are damaged).
1 STATUS
The status report tells you most of the vital information about the your ship
and also details any planetary findings you have discovered so far.
1 STORMS
Nucleonic storms are magnetic disturbances in certain areas of the quadrant.
If an object enters one, it is hurled to some random part of the quadrant
and given a random speed and bearing. In the expert game, nucleonic storms
will have a speed and bearing of their own and move about the quadrant.
Strange things have been rumored to happen to photon torpedos that are caught
in storms.
1 TIME
The basic unit of time in this simulation is the starminute. There are 100
starminutes in one starday (or stardate).
1 TORP
Your photon torpedos will destroy whatever they hit except starbases,
black holes, shuttlecraft (too small), ghostships, nucleonic storms, and
yourself. Torpedos are fired with a launch velocity of 0.4 a.u./stm in the
direction you give, but this is added to any ship's velocity at the time
of launch. Torpedos leaving the quadrant cease to exist, as do those
striking black holes and starbases, but they pass right through the
shuttlecraft.

The enemy (Romulan) torpedos will hit you with a strength between 75
and 175, depending on the proximity of the hit. You cannot be harmed
by your own torpedos (nor the Romulans by theirs).
2 NTOFIRE
Enter the number of torpedos to launch. You are told how many remain
in the torpedo bays and how many are already queued to launch. If you
merely want to cancel a previously scheduled firing, then enter the
negative of the number of torpedo firings to cancel. You can fire up to
nine with one command, but they are launched at the rate of 1 per starminute.
2 BRNG
Enter the bearing (0-360) with which to launch the torpedo. Note that the
actual bearing and speed of the torpedo will be the vector sum of the
Enterprise's velocity and the torpedo launch velocity at the time of launch.
1 TRACKING
This report displays the location of moving objects in the quadrant.
You will be given the speed, position, bearing and status of Klingons,
torpedos, nucleonic storms, etc.
2 REPORT
Possible reports to request are:
	V - vessels (Klingons, Ghostship, shuttle)
	S - nucleonic storms
	T - torpedos
1 TRACTOR
Tractor beams are used to pull in and dock with Ghostships (which are
derelict ships floating around space - probably in the aftermath of the
enemy invasion). Ghostships contain random amounts of energy and torpedos.
Docking with a Ghostship destroys it and transfers its energy and torpedos
to you. For alternative uses of Ghostships, see help on transporters and
communications. The amount of energy required can be displayed by using
the computer command. If you attempt to pull in a Ghostship and don't have
the energy for it, the command will be cancelled. You can't pull in a
Ghostship if your shields are up.
1 TRANSPORT
Transporters are used to beam troops (never crew) from one place to another
in the quadrant. You can beam them aboard enemy vessels in an attempt to
capture them, or aboard a ghostship to attempt to activate its weapons, or
from a starbase if it has troops available, as well as other possibilities.
If you leave the quadrant (or any vessel carrying your troops does) then
all those troops not on the Enterprise are lost forever.
2 CANCEL
Transporters are already in use. If you want to cancel the previous
transport order and replace it with a new one, type Y, else type N.
2 FROM
Valid "from" designations are E,K,R,B,G. In the case of G,K or R, you must
follow the letter with the number of the ship as shown on your short range
scan.
2 TO
Valid "to" destinations are E,K,R,B,G. In the case of G,K or R, you must
follow the letter with the number of the ship as shown on your short range
scan.
3 GUESS
For a cloaked Romulan, you must guess the coordinates he occupies (Romulans
always occupy integral coordinates). If you guess correctly, the transport
is completed. If you guess incorrectly, a small number of troops will die
a horrible death in the vacuum of space.
2 TROOPS
Transport rate is normally 40 troops per starminute (turn). It costs energy
to transport them (0.5 units of energy per person times the square root of
the distance to the target). The more men you send over to an enemy vessel,
the better chance you will have of capturing it, and with fewer casualties.
Size of defending crews on enemy vessels ranges from 75 to 200 (cloaked
Romulans may have more). Your troops fight against Klingons better than
against Romulans (who are also better defended). Once you capture a ship,
it will respond to your commands (use the communications command), but
the speed of response will be slowed if you only have a few troops on board.
1 TRAVEL
This command is used to pass time. The game will cycle through its loops
the number of times indicated, executing any activities previously
ordered. Be careful of entering large values when moving or when there
are enemy in the quadrant - you won't get to enter any commands while
time is passing!
2 TIME
Enter the number of starminutes to advance. To afford some protection,
it won't accept a value greater than 99.
1 TRUCE
You can propose a truce at any time. Of course, the enemy will only accept
if they are heavily damaged and want some time to do repairs also. If a
truce is in effect, it remains so until you do one of the following:
	o issue any change course or speed command
	o issue any fire or attack command
	o leave the quadrant
The enemy will never agree to a truce if you have troops fighting aboard
their ships.
1 ZORPHWAR
ZORPHWAR is a fast-paced tactical, multi-player, computer moderated
play-by-mail space wargame (whew). Rules cost $1.00 and are available
from Zorph Enterprises, 3646 Gibsonia Rd. Gibsonia, PA 15044.
1 QUEST
Quest of the Great Jewels (tm) is a computer moderated fantasy play-by-mail
multi-player wargame. Twelve players compete for control of the land of
Zorplia and the treasures hidden therein. Rules cost $2.50 and are available
from Zorph Enterprises, 3646 Gibsonia Rd, Gibsonia, PA 15044.
