"Star Trek III" By Mark Keller 1981 Star Trek III 11.2 (1981)(Mark Keller)(300 baud) - Found on hand-labeled tape in Richard Houser's collection along with several other programs by Mark Keller. See type-in program scan for instructions. Star Trek III 11.2 (no comments) (1981)(Mark Keller)(300 baud) - I made a version of the program with the comments removed to save space, as the type-in program instructs. Star Trek III 11.2 Instructions The play of this game is based loosely on Super Star Trek and Trek 80. The long range sensor scan (LRSS), short range sensor scan (LRSS), energy remaining, torpedoes remaining, shield strength, time left to complete mission, number of Klingons left, number of Starbases left, and current quadrant number are continuously displayed. The foreground color (FC) is a display condition and can be red or green. Many contrasting background colors (BC's) can be used, 7 and 0 both work well. The Klingons have the ability to move, this feature is controlled by the Note Time (NT). If NT is greater than 9, the Klingons can move. The standard non- moving NT is 1 and the standard NT for moving is 257 (note: NT's of 1 and 257 are equivalent in speed). A heavily damaged Klingon can not move. When a Klingon is moving they can momentarily disappear form the SRSS. Input is from pistol grip #1. Select input with knob or joystick and enter it with the trigger. If too many commands are cancelled or too many shots are fired off screen, the message SORRY will occur. Type "CLEAR;GOTO 15 " to continue. Movement beyond a quadrant boundary sends you to the next quadrant in that direction. There is full wrap-around at top, bottom, left and right. Long range sensors are: First Digit - # of Klingons - 0 to 4 default Second Digit - # of Starbases - 0 or 1 default Third Digit - # of Stars - 0 to 9 default Phaser Fire has a cumulative affect. To dock with a Starbase; land on it. A Starbase supplies 5 torpedoes and 500 units of energy. A Starbase is emptied in one use. These features can be changed by changing line 120 in the program. Space can be from 2x2 to 8x8 quadrants by changing line 10, and can be expanded to 9x9 by deleting line 10 and typing in the values manually each time the game is played. Values in line 10 can be change to your choice (consult Variable List). Line 12 Initializes all the quadrants in space and can be changed. The process in use is: 1/3 of the quadrants have 1-9 Klingons , each quadrant has 1 chance in 2xU of having a Starbase, each quadrant is 0-9 stars. There are a couple of extra bytes of changes. SZ must be > or = to 254 for 8x8 and > or = 288 for 9x9. You must destroy all Klingons before running out of energy or time. Good Luck! You can warp "over" objects but you can't shoot through them. Comment statements (.'s) must be deleted to run the program. Command List 1 - Navigate the Enterprise Speed (1-11 Units) Energy used is 4 units/unit Course (Joystick) No course cancels command 2 - Fire Photon Torpedo Units to Fire (1-86 Units) Course (Joystick) No course cancels command 3 - Fire Photon Torpedo Course (Joystick) No course cancels command 4 - Set Shield Strength Unit Strength (1-86 Units) 5 - Surrender Pull Trigger to Start a New Game To Cancel Surrender - Instead of Pulling Trigger, Press HALT, then type "CLEAR;GOTO 15 " The rest of the instructions contains a Variable List with explanations to all the variables used in the program and a commented BASIC LISTing.