


                       INSTRUCTIONS FOR DTREK version 2.33
                       copyright D-Cubed Software 1990, 1991, 1992

            SHAREWARE ................................................2
                 Definition of Shareware .............................2
                 Disclaimer Agreement ................................2
                 Licensing and Distribution ..........................2
                 Registration ........................................3
            INSTALLATION .............................................3
                 System Requirements .................................3
                 Installing the ANSI driver ..........................4
                 Color to Monochrome conversion ......................4
            PLAYER'S OBJECTIVE .......................................4
                 Ship Improvement ....................................5
            STARTING THE GAME ........................................5
            PLAYER DISPLAY DESCRIPTION ...............................5
                 SHORT RANGE DISPLAY .................................6
                 BRIEF STATUS DISPLAY ................................8
                      Player's Location ..............................8
                      Shield Status ..................................8
                 COMMAND DISPLAY .....................................8
                 RIGHT HALF OF SCREEN ................................9
            DATA ENTRY ...............................................10
                      Co-ordinates ...................................10
                      Number Entry ...................................10
                      Filename .......................................10
            PLAYERS COMMANDS .........................................11
                 IMMEDIATE IMPULSE COMMANDS ..........................11
                 MOVE (Function Key - F1) ............................11
                      Jump ...........................................11
                      Impulse Programming ............................12
                      Continuous Impulse .............................13
                      Follow Freighter ...............................13
                 FIRE (Function Key - F2) ............................13
                      H-Beam weapons .................................13
                      A/M (Anti-Matter) Torpedoes ....................14
                      Consequences of Damage .........................14
                 SCAN (Function Key - F3) ............................14
                      Long Range .....................................15
                      Pinpoint .......................................15
                 BEAM (Function Key - F4) ............................15
                 SHIELDS (Function Key - F5) .........................16
                      Protection .....................................16
                      Cloaking .......................................17
                 COMMUNICATIONS (Function Key - F6) ..................17
                      Starbases ......................................17
                 COMPUTER (Function Key - F7) ........................18
                      Ship Status ....................................18
                      Angle/Distance Calculation .....................19
                      A/M Torpedo Manufacture ........................19
                      Memory Display .................................19
                      Memory Map .....................................19
                      Ship Maximums ..................................20
                 QUIT (Function Key - F9) ............................20

                                       Page 1



                 PAUSE (Function Key - F10) ..........................20
            OTHER UNITS IN THE GALAXY ................................20
                 SHIPS ...............................................20
                      Kardtians, Ralgirians, and Allisians ...........20
                      Starions .......................................21
                           Starion Missiles ..........................21
                      Freighters .....................................21
                           Jump Inhibitors ...........................21
                 Planets .............................................22
                      Planetary Torpedoes ............................22
                      Home Worlds ....................................23
                 Jump Gates ..........................................23
            HELPFUL HINTS ............................................23
            GAME LEVEL IMPROVEMENT CHART .............................24









































                                       Page 2




            SHAREWARE


            Definition of Shareware

            Shareware distribution gives users a chance to try software
            before buying it.  If you try a Shareware program and
            continue using it, you are expected to register.  Individual
            programs differ on details -- some request registration
            while others require it, some specify a maximum trial
            period.  With registration, you get anything from the simple
            right to continue using the software to an updated program
            with printed manual.

            Copyright laws apply to both Shareware and commercial
            software, and the copyright holder retains all rights, with
            a few specific exceptions as stated below.  Shareware
            authors are accomplished programmers, just like commercial
            authors, and the programs are of comparable quality.  (In
            both cases, there are good programs and bad ones!) The main
            difference is in the method of distribution.  The author
            specifically grants the right to copy and distribute the
            software, either to all and sundry or to a specific group.
            For example, some authors require written permission before
            a commercial disk vendor may copy their Shareware.

            Shareware is a distribution method, not a type of software.
            You should find software that suits your needs and
            pocketbook, whether it's commercial or Shareware.  The
            Shareware system makes fitting your needs easier, because
            you can try before you buy.  And because the overhead is
            low, prices are low also.  Shareware has the ultimate money-
            back guarantee -- if you don't use the product, you don't
            pay for it.


            Disclaimer Agreement

            Users of DTREK must accept this disclaimer of warranty:
            DTREK is supplied as is.  The author disclaims all
            warranties, expressed or implied, including, without
            limitation, the warranties of merchantability and of fitness
            for any purpose.  The author assumes no liability for
            damages, direct or consequential, which may result from the
            use of DTREK.


            Licensing and Distribution

            DTREK is a "shareware program" and is provided at no charge
            to the user for evaluation.  Feel free to share it with your
            friends, but please do not give it away altered or as part
            of another system.  The essence of "user-supported" software

                                       Page 3



            is to provide personal computer users with quality software
            without high prices, and yet to provide incentive for
            programmers to continue to develop new products.  If you
            find this program useful and find that you are using DTREK
            and continue to use DTREK after a reasonable trial period,
            you must make a registration payment of $20 to D-Cubed
            Software.  The $20 registration fee will license one copy
            for use on any one computer at any one time.  You must treat
            this software just like a book.  An example is that this
            software may be used by any number of people and may be
            freely moved from one computer location to another, so long
            as there is no possibility of it being used at one location
            while it's being used at another.  Just as a book cannot be
            read by two different persons at the same time.

            Commercial users of DTREK must register and pay for their
            copies of DTREK within 30 days of first use or their license
            is withdrawn.  Site-License arrangements may be made by
            contacting D-Cubed Software.

            Anyone distributing DTREK for any kind of remuneration must
            first contact D-Cubed Software at the address below for
            authorization.  This authorization will be automatically
            granted to distributors recognized by the Association of
            Shareware Professionals (ASP) as adhering to its guidelines
            for shareware distributors, and such distributors may begin
            offering DTREK immediately (However D-Cubed Software must
            still be advised so that the distributor can be kept up-to-
            date with the latest version of DTREK.).

            You are encouraged to pass a copy of DTREK along to your
            friends for evaluation.  Please encourage them to register
            their copy if they find that they can use it.  All
            registered users will receive a copy of the latest version
            of the DTREK system.


            Registration

            To register this software send your name, address, program
            name with version number, and $20.00 to:

                 D-Cubed Software
                 P.O.  Box 3231
                 Lynnwood, WA 98046-3231


            INSTALLATION


            System Requirements

            This game runs on any DOS based system and requires that the
            system have the ANSI driver installed in order to drive the

                                       Page 4



            screen output.  It is also recommended that the system have
            a color monitor, though this is not required.


            Installing the ANSI driver

            ANSI.SYS is an installable device driver which is used by
            DTREK to display characters on the screen.  DTREK uses the
            ANSI sequences to position characters on the screen and
            display those characters in color or in special ways for
            monochrome users.

            The ANSI driver is installed through the file CONFIG.SYS.
            This is accomplished by adding the following line to the
            CONFIG.SYS file:

                 device=[drive:][path]ansi.sys

            The user is encouraged to consult the User's Manual for DOS
            for the user's system if there are any problems installing
            the ANSI driver.


            Color to Monochrome conversion

            This manual is written with the assumption that the user has
            a color system.  If the user does not have a color display,
            the user can select a monochrome display option and the
            following translation will take effect:

               Character Color  Monochromic Display
                 Cyan           Bold
                 Yellow         Underscore
                 Red            Reverse video
                 Dark blue      Normal video
                 Magenta        Normal video
                 Green               Normal video
                 White               Normal video

            The option to select a monochrome display is done at the
            command line and is explained in that paragraph in this
            manual.


            PLAYER'S OBJECTIVE

            The player of DTREK is the captain of a spaceship which is
            in a galaxy of 100 units by 100 units.  The spaceship has
            certain capabilities which will improve with the player's
            experience.  The ship is populated with the player's crew,
            which are necessary to the functioning of the ship (see
            COMPUTER command to assign crewmembers to work functions).
            The player is responsible for moving the ship about the
            galaxy, maintaining necessary energy and food on board for

                                       Page 5



            the correct functioning of the ship, and defending the ship
            from hostile units.  All of these responsibilities are
            necessary for the player to fulfill his/her true objective -
            - the exploration of this galaxy and the destruction of all
            hostile units/planets.

            The player also has the objective of improving his/her ship
            to its highest level.  This will require the player to use
            the same ship (determined by the shipname) in many different
            games.  These different games will have to be at escalating
            game-levels in order for the player to attain enough points
            to improve his/her ship all the way to a ship-level of 10.


            Ship Improvement

            The player can improve the level of his/her ship by
            accumulating points in the player's score.  Once the player
            has accumulated over 20 points per his/her current ship
            level, the player may dock his/her ship at any starbase to
            increase the ship's current level.  For example, a ship
            which is currently at level 3 would require the player to
            accumulate 60 points before a starbase could improve the
            ship level to 4.  Each level of ship improvement affects the
            functioning of the subsystems of the ship (see COMPUTER
            command to determine the current levels at which the
            subsystems are functioning).


            STARTING THE GAME

            There are three files included in this package: dtrek.exe
            (the game), shipdata.dat (data on ships for the game), and
            dtrek.txt (this file).

            To start the game, at the prompt, the user should type:

                 [drive:][path]dtrek

            If the current directory does not contain a SHIPDATA.DAT
            file, then DTREK will create this file.  If the user wants
            to use a ship which is listed in a SHIPDATA file in another
            directory, the user should change to the target directory
            and start the game from that directory.


            PLAYER DISPLAY DESCRIPTION

            The player will get all of the game's information through
            one screen.  This screen is shown below and is split into
            four major parts:  Short Range Display, Brief Status
            Display, Commands Display, and the Right Half Display.



                                       Page 6



                    . . . . .             LEVEL               "ship name"
                . . . . . . . . .          10
              . . . . . . . . . . .
              . . . . . . . . . . .            STATUS = DOCKED
            . . . . . . . . . . . . .          Total People = 360
            . . . . . B . . . . . . .          Energy = 4500.0
            . . . . . . P . . . . . .          Energy production = 150.0
            . . . . . . . . . . . . .
            . . . . . . . . . . . . .          Food = 100.0
              . . . . . . . . . . .            Food production =   37.0
              . . . . . . . . . . .
                . . . . . . . . .              A/M Torpedoes = 15
                    . . . . .
            Location (ROW,COL) =  70 ,  70     Starbase Energy =  2778.0
            Stardate =      0.4                Starbase Food =     29.0
            COMMAND =                          Starbase A/M Torps. =   1

             Shield   Shields Hit
             Status   1 2 3 4 5 6 7 8
             1 8 7      Energy = 4500.0        Score =      0.0
             2 P 6      Food = 100.0
             3 4 5      A/M Torp = 15

            MOVE  FIRE  SCAN  BEAM  SHLDS  COMM  CMPUT  ------ QUIT  PAUSE

            Each of the parts of the player's display screen is
            described below.


            SHORT RANGE DISPLAY

            The Short Range display is shown in the top left corner of
            the screen.  This display shows the player what ships,
            planets, bases, stars, etc.  are in range of the player's
            short range sensors.  The display range is a matrix of dots
            which is 13 rows by 13 columns.  The player's sensors may
            not be powerful enough to fill this display range however.
            In this case, the sensed area will be displayed as a circle
            within this matrix.













                                       Page 7



                    . . . . .        SHORT RANGE KEY
                . . . . . . . . .      A - Allisian Ship      S - Starion Ship
              . . . . . . . . . .      B - Player's Starbase  * - Star
              . . . K . . . . . . .    F - Freighter          ^ - Torpedo
            . . . . . . . . F # . . .  K - Kardtian Ship      = - Missile
            . . O . ^ . . . . . . . .  O - Planet               - Black Hole
            . . . . . . P B . . [ . .  P - Player's Ship      # - Jump
            . . . . = . . . . . . . .  R - Ralgirian Ship           Inhibitor
            . . S . . . * . A . . . .  [ or ] - Jump Gate
              . . . . . . . . . . .
              . . . . R . . . . . .
                . . . . . . . . .
                    . . . . .

            The player's ship is always displayed in the center in the
            screen in the color green.

            Kardtians, Ralgirians, Allisians, and Starions (listed in
            order of approximate power) are displayed in different
            colors depending on their last action.  Each ship will be
            displayed in red if it fired on the player last turn.  Each
            ship which moved toward the player will be yellow.  If the
            ship moved away from the player or ignored the player, it
            will be displayed as a light blue ship.  A ship will be
            displayed as purple when the player has disabled it.  Purple
            ships are immobile and are in the process of destroying
            themselves.  If the purple ship is in the player's way,
            shooting at the disabled ship again should destroy it
            (removing it from the universe).

            Planets are displayed in different colors depending on the
            alignment to the player.  If the planet is friendly, the
            planet will be displayed as a light blue 'O'.  If the planet
            is neutral, the 'O' will be displayed in yellow.  Hostile
            planets appear as red 'O's.

            Torpedoes and Missiles are always yellow to indicate that
            they are approaching the player.

            Starbases are displayed with a dark blue 'B'.

            Freighters are displayed as a green 'F'.

            Stars are always white.

            Jump gates will be displayed with magenta (purple) symbols.
            Jump gates are connected in pairs.  Therefore, each right
            handed jump gate will join to a left handed jump gate.

                                       Page 8



            Jump Inhibitors are immobile and are displayed as a light
            blue pound sign.  Jump inhibitors can be destroyed by
            inflicting damage on them or by moving (via impulse
            commands) outside of their 10 unit range.


            BRIEF STATUS DISPLAY

            Below the Short Range display area, certain pieces of the
            status of the player's ship are displayed.  This information
            is: the player's position in the galaxy, shield status
            (including which shields have been hit last turn), current
            energy status, current food stores, and current A/M torpedo
            stores.

               Player's Location

            Location of the player is shown in rows and columns.  The
            galaxy is represented as a matrix from 1 to 100 in each
            direction.  Rows count down from the top of the matrix and
            columns count from left to right.

               Shield Status

            Shield status is shown in the bottom left corner of the
            screen.  The player's ship is represented in the middle as a
            'P'.  Surrounding the player's ship are the numbers 1
            through 8.  Each number is shown in a color which represents
            the current energy of the shield: light blue if the shield
            has over 200 units of energy in it, yellow if greater than
            100 but less than 200, red if greater than 0 but less than
            100, and black (not displayed) if the shield has 0 units of
            energy.  The orientation of the shields indicates which
            direction the player last impulsed.  Shield one (1) faces
            the direction in which the player impulsed to, shield five
            faces the direction which the player impulsed from.  See
            Helpful Hints for more information on the orientation of the
            shields.

            The Shields Hit status displays the numbers of all shields
            which were hit last turn.  This has practical use when the
            player's sensors do not display the ship or planet which is
            attacking.


            COMMAND DISPLAY

            Each of the player's commands are displayed on the bottom
            line of the display.  The color in which the command is
            displayed represents the efficiency of that command.  Each
            command (except communications and shields) is made up of
            subsystems.



                                       Page 9



            The efficiencies of the subsystems are averaged to determine
            what color the command is displayed in.  In general, a
            command will be displayed as light blue when all subsystems
            are undamaged or lightly damaged.  A command will be shown
            as yellow when all subsystems are moderately damaged or when
            one subsystem is heavily damaged.  When a command is red,
            all subsystems are heavily damaged or one subsystem is
            damaged beyond use.  A command will not be displayed when
            one subsystem is damaged beyond use and the other subsystems
            are at least heavily damaged.

            The Shields command does not depend on the energy status of
            the shields.  Instead, this command will indicate how many
            people are working on the shields.  If more than 10 people
            are working on shields, then this command will be displayed
            in light blue.  If between 6 and 10 people are working on
            shields, then this command will be yellow.  The shields
            command will be red if between 1 and 5 people are working on
            shields.  The command will not be shown when nobody is
            working on shields.

            A command can be selected at all times, regardless of its
            display color.  However, the subsystems in that command may
            be damaged beyond use.


            RIGHT HALF OF SCREEN

            This part of the player's display is used to display both
            the detailed status of the ship and to display the options
            and information of the player commands.

            The detailed status of the ship contains the information
            which will allow the player to gain a general understanding
            of his/her ship's condition.  This information includes the
            current status of the ship (which is based on energy and
            food storage), the current energy and energy production
            levels, the current food and food production levels, the
            current quantity of A/M Torpedoes on board, and the player's
            score.  If the player's ship is docked to a starbase, the
            display will also contain the following information:  the
            starbase's current energy, food, and A/M Torpedo quantities.

            Command options which are shown in the right half of the
            display will be displayed as a list of options, each
            preceded by a number.  The player is expected to type the
            number of his/her choice, followed by an enter, to choose
            that option.  Some commands, such as BEAM, have more than
            one level of options, each of which the player must choose -
            - see the following descriptions of the player's commands
            for more details on the specific options within each
            command.



                                       Page 10




            DATA ENTRY

            The player, in conjunction with the commands selected, will
            be asked to input various types of data.  Each data type is
            checked for errors, so the following paragraphs explain to
            the player what is expected to enter the requested data.

               Co-ordinates

            When the player is asked for co-ordinates, the player is
            expected to enter two numbers, the row and column of the
            specific point in the galaxy.  Both numbers are expected on
            the same line (without a 'enter' between them).  The numbers
            may be seperated by either a space, comma, period, minus (-
            ), or plus (+).  The numbers must be between 1 and 100
            inclusive.  For example, the following list contains good
            entries of co-ordinates:

                 27,33
                 28-49
                 1.99
                 98 100

               Number Entry

            Requested numbers will either be integers or floating point
            numbers.  The player can determine which is requested by the
            context of the question to which he/she is responding.  For
            example, in the command for H-Beam weapons, the player is
            requested to enter the amount of energy which should be
            fired.  Since the context of the question shows the player
            the current energy available in floating point (i.e.,
            3290.1), the player may enter the data as floating point.
            In the command for A/M Torpedoes, the player is requested to
            enter the number of torpedoes to fire.  Since the context of
            the question shows the current number of available torpedoes
            as an integer (i.e., 13), the player may only enter an
            integer in response to this question.

               Filename

            Filenames in DOS may consist of no more than eight (8)
            characters, followed by a period, followed by at most three
            characters.  Since this is the case, DTREK will only accept
            filenames which fit this pattern.  This does have the effect
            of restricting the saved files to the current directory.








                                       Page 11




            PLAYERS COMMANDS


            IMMEDIATE IMPULSE COMMANDS

            The player can command his ship to move about the galaxy one
            unit at a time by simply typing in one impulse command (a
            number from 1 to 9, excluding 5) at a time.  Each number is
            a command which uses one of the player's turns.  The ship's
            impulse command are designed to correlate to a 10 key
            numberpad.  That is, a nine (9) will move the player's ship
            up and to the right diagonally one unit.  The four (4) will
            move the player's ship one unit horizontally to the left.
            The direction matrix is displayed to the character when the
            player commands impulse programming (described later).


            MOVE (Function Key - F1)

            The Move command has four subsystems: Jump, Impulse,
            Continuous Impulse, and Follow Freighter.

               Jump

            Jump allows the player to change the ship's location over
            large distances in one turn of play.  The player is expected
            to enter the coordinates which he wants the ship to
            'appear'.  If the player enters the current coordinates of
            his ship, then the jump command is cancelled and no energy
            is expended.  Jumping takes quite a bit of energy to use and
            is generally inaccurate with low level ships.  If the
            desired coordinates are too far away for the player's ship
            to reach with current energy, the player is told of this and
            requested to enter a new destination.

            If the player jumps into another object, his ship will
            'appear' in the first unoccupied space found next to the
            rammed object.  The player's jump engines will also be
            damaged beyond use.  No damage is done to the rammed unit
            when this is done.

            If the player jumps out of the galaxy matrix, the player's
            jump engines will be damaged beyond use and the player's
            ship will 'appear' at a random place in the galaxy matrix.
            The player's ship will also expend the energy required to
            jump to the new location.

            Jump engines will require more energy to jump when they are
            damaged.  When jump engines are heavily damaged, jump
            distances of a few units can require more energy than the
            ship could possibly carry.



                                       Page 12



            If a jump inhibitor is within range of the player (10
            units), then the jump engines will be unable to transport
            the player's ship.  No energy is lost by the player when the
            player attempts to jump when inhibited.

            If the player has programmed an impulse course or set the
            continuous impulse command, then the player will be prompted
            as to whether he wishes to have these impulse commands
            cleared.  Clearing these commands will prevent the player
            from inadvertently moving into enemy units.

               Impulse Programming

            Impulse allows the player to program a course of upto 10
            steps.  Each turn thereafter, the player's ship will execute
            another step of the course.  This allows the player to move
            and do other commands in the same turn.

            When the player chooses to program an impulse course, the
            player is expected to enter each step of the course one at a
            time.  If the player makes a mistake in the course, the
            player can choose '5' as a course leg.  This will return the
            player to the first course leg (and the player is expected
            to again enter course legs).  When the player hits return,
            the command will be completed and the first step of the
            course will be performed.  This is the recommended method to
            input a long string (over 1) of impulse commands because the
            player is able to perform more than one command in the
            subsequent turns.  For instance, the player may program a
            four leg impulse journey and then fire during the last three
            legs of the journey (the first leg takes a complete turn due
            to programming time).  If the player input the four leg
            journey by just typing the immediate impulse commands, then
            the ship would move, but the player would be unable to do
            anything else in those four turns.

            The programmed course will be cleared one step at a time as
            it is performed.  The entire course program will be cleared
            if the player performs a jump (and requests impulse program
            clear), enters an immediate impulse command, enters a
            continuous impulse command, or commands the ship to follow a
            freighter.

            Impulse movement costs 75 units of energy nominally.  If the
            impulse engines (under shield 5) are damaged, more energy
            will be required to move.  If the player's ship has
            insufficient energy to move, the impulse command will be
            ignored.

            Impulse into other units does no damage to either the unit
            or the player's ship.  In most cases, the impulse command is
            ignored (and no energy is used).  However, the only way to
            dock to a base is to impulse into the base.  Also, the only
            way to move through a jump gate is to impulse through the

                                       Page 13



            open arms of the gate.  In these two cases, an impulse
            command is performed and energy is used.

               Continuous Impulse

            The continuous impulse command allows the player to command
            his ship to move over long distances with impulse commands.
            Where impulse programming allows the player to program short
            (10 legs or less) complex impulse courses, the continuous
            impulse command allows the player to command his ship to
            move in any one direction and continue moving that direction
            until the command is cancelled.  The entered direction is as
            per immediate impulse commands.  Continuous impulse commands
            can be cancelled by performing a jump (and requesting
            impulse command clearing), programming an impulse course,
            commanding a different continuous impulse command (0 = no
            movement), or entering an immediate impulse command.
            Continuous impulse movement, obviously, uses the impulse
            engines.  Therefore, energy expenditure, and such, is as
            described above.

               Follow Freighter

            Follow Freighter is a command which allows the player to
            enter the coordinates of a freighter and thereafter follow
            that freighter from planet to planet.  This command uses the
            impulse drive of the ship to move about the galaxy.  The
            Follow Freighter command will be cancelled when the player
            performs a jump or enters an impulse command (either
            immediate or through course programming).


            FIRE (Function Key - F2)

            The player can fire at other units with two different types
            of weapons: H-Beam weapons and A/M torpedoes.  H-Beam
            weapons have the advantage that they can be targeted past
            obstacles.  The disadvantage of H-Beam weapons is that there
            is attenuation of the energy which causes the unit targeted
            to receive less energy than the player expends (in most
            cases).  A/M torpedoes have the advantage that they always
            deliver the same amount of damage regardless of the distance
            they are fired.  Unfortunately, A/M torpedoes move from the
            player's ship to the target through physical space and can
            therefore run into units other than the target unit.

               H-Beam weapons

            The H-Beam weapon command allows the player to choose how
            many targets he wishes to hit this turn.  The player is then
            asked to input the coordinates of each target and the amount
            of energy to be expended.  The energy which the target will
            receive will depend on the distance between the player's
            ship and the target.  The formula to determine damage energy

                                       Page 14



            is energy expended * (0.6 ^ (distance - 2)).  For example,
            if the target is 4 units away from the player, then the
            damaging energy is equal to expended energy times .6 squared
            (0.36).  Therefore, 36% of the energy expended will hit the
            target and do damage.

            The player is not allowed to shoot his own ship, but any
            other target is allowed (though the target may change
            alignment, terminate dock status, etc.).  If the player
            decides to actually shoot fewer targets than he originally
            requested, the player can input any target (including empty
            space) and expend zero (0) energy.  This will cause the
            player to exit the Fire command.

               A/M (Anti-Matter) Torpedoes

            The A/M torpedo command allows the player to choose how many
            A/M torpedoes he wishes to fire.  The player is then
            expected to enter the firing angle of each A/M torpedo.  The
            firing angle is in degrees and assumes 0 degrees to be
            directly to the right and counting up (positive) to the
            left.  That is, if a target is directly above the player's
            ship, the fire angle to hit this unit is 90 degrees.  If the
            target is directly below the player, then the fire angle is
            either 270 degrees or -90 degrees.  A/M torpedoes do 750
            units of damage to any unit which they hit.

               Consequences of Damage

            If the player does damage to a neutral or friendly planet,
            it will turn hostile and remain hostile until the planet is
            destroyed.  Shooting any planet will damage the production
            level of the planet.  Therefore, if the planet is too strong
            to destroy with the ship's current energy and A/M torpedoes,
            the player can do what damage he can and then come back
            later to a less powerful planet.  This tactic has less
            effectiveness after game level 7 because, in game levels 8
            and beyond, planets work to raise both their tech level
            (energy storage) and production level (energy production
            rate).

            If the player fires on a base he is docked to, then the base
            will terminate the dock condition.  The player can move into
            the base to dock again, assuming the base survived the
            damage.


            SCAN (Function Key - F3)

            The scan command is made up of two subsystems: long range
            scan and pinpoint scan.  Long range scan allows the player
            to scan an area larger than short range scan will display.
            Pinpoint scan allows the player to scan a unit for more


                                       Page 15



            information.  Neither scan command requires any energy to
            perform.

               Long Range

            Long range scan will allow the player to see an area which
            has a radius which is equal to twice the radius of his
            current short range scan.  Long range scan does not have the
            capability of knowing what past action were performed by
            units, so the colors are the same of any unit of a
            particular type.

            Most units will be shown as light blue.  However, some units
            will be shown in other colors to allow the player to easily
            recognize these units.  The player should be warned that
            black holes cannot be detected with long range scan.  This
            scan display does not contain coordinate indicators because
            it is a quick look at a long distance.  Unit positions are
            considered approximate and are not usually sufficient for
            targeting.

               Pinpoint

            Pinpoint scan allows the player to determine more
            information for a particular unit.  This scan requires the
            entire turn to use.  The player can perform a pinpoint scan
            on anything within his pinpoint scan range.

            Pinpoint scans on enemy ships will give the player the
            information on how powerful the ship is by indicating ship
            class and also give current energy status.

            Pinpoint scans on planets will give the player knowledge of
            technical level (maximum energy storage in units of
            thousands), production level (maximum energy production in
            units of hundreds), and current energy level.  The scan will
            also tell the player if the planet is a home world for one
            of the player's enemies.


            BEAM (Function Key - F4)

            The beam command allows the player to transport people to or
            from planets and other ships.  This allows the player to
            replace people killed in combat, receive (confiscate) energy
            and food from planets or freighters, investigate for
            technical advances on enemy ships which have been disabled,
            or offload people who are eating up the food onboard.

            If the player chooses to beam to a unit, the player is
            expected to enter the number of people to beam to the unit
            and the coordinates of the unit to which to beam them.  If
            the player enters either zero (0) people or the coordinates
            of the player's ship, then the beam command is exited.  If

                                       Page 16



            the player enters the coordinates for an enemy ship which is
            active, the people will refuse to go.  If the destination
            coordinates do not correspond to the right type of unit,
            then the player will be prompted to enter the correct
            coordinates.

            If the player chooses to beam from a unit, the player is
            prompted to enter the coordinates of the unit.  If there are
            people on the unit to beam to the player's ship, then the
            player is asked how many he would like to beam up.
            Coordinates are tested to make sure the right type of
            beaming is appropriate for the unit involved.  Also, if the
            player requests more people to be beamed than are present,
            then he is prompted to put in the correct number.

            Beaming people up from planets or freighters results in a
            transfer of energy.  A planet will retain a minimum amount
            of energy but a freighter can give up all of its energy.
            When people are beamed up, the amount of energy to be
            transferred to the player's ship will not cause the player
            to exceed the maximum storage capacity of the ship.
            Additionally, the amount of energy is limited by the units
            amount of energy and the alignment status of the unit
            (neutral planets will give less and red planets will give up
            almost no energy).  The amount of energy is also limited by
            the number of people beaming up (landing will require 20
            people for maximum transfer, board will require 30).  The
            food transfer suffers from the same type of rules.

            Beaming people onto and then off of a disabled ship may
            result in the acquisition of advanced technology (this
            raises your score).  Since the disabled ship was hostile,
            none of the enemy crew will beam to the player's ship (as if
            you wanted that kind of trouble).  Therefore, the player
            must beam some of his crew onto the disabled ship to
            investigate.  This investigation is dangerous because the
            ship will soon destroy itself (the boarding party will speed
            this process by investigating the enemy's technology).  If
            the disabled ship destroys itself, all aboard will be lost.


            SHIELDS (Function Key - F5)

            The shields command allows the player to adjust the energy
            levels of each of his shields.  This command also allows the
            operator to turn on or off the cloaking device.

               Protection

            Each shield covers an eighth of the player's ship.  Each
            unit of energy in a shield can absorb upto 3 units of damage
            directed at the player's ship.  However, the protection
            which the shields renders is lessened when the shield's
            energy is low.  That is, if the shield has fairly few points

                                       Page 17



            of energy, then the energy directed at the ship will leak
            through much greater than if the shield was at full energy
            capacity.

            When damage leaks through a shield, some damage is done to
            the subsystems which are protected by that shield.  The
            correspondence between shields and subsystems is shown in
            the following drawing.

                                             A/M torpedoes, Sensors
                                             |
            Ship Beam, Energy Prod. - 8      7      6 - Jump Engines
     
            H-Beam, Communications - 1 Player's ship 5 - Impulse, H-Beam 
                                                              weapons
                                      2      3      4 - Jump Engines,
                 Land Beam, Shields, /       |                Pinpoint scan
                                        Food Production A/M torpedoes, Sensors

               Cloaking

            When the player cloaks his ship, then the player will be
            undetected by any Kardtians, Ralgirians, or Allisians.
            Planets, Starions, planetary torpedoes, and Starion missiles
            all have better sensors which can penetrate the cloaking of
            the player's ship.  While cloaking is turned on, each shield
            will lose 40 units of energy per turn to drive the cloaking
            device.  If any shield is dropped to zero units of energy
            while cloaking is on, then the cloaking device is turned
            off.


            COMMUNICATIONS (Function Key - F6)

            The communication command allows the player to communicate
            with any starbase within range of the ship's radio range.
            Each starbase in range will be indicated to the player, and
            if any are in range, the player is expected to choose which
            base he wishes to communicate with.  Once a base is chosen,
            the player is able to command the base to work on increasing
            the capacity of the area of the player's choosing or command
            the base to move to a new destination.

               Starbases

            The capabilities of a base which can be improved are: energy
            storage, energy production, food storage, and food
            production.  Bases will default to the condition of
            manufacturing A/M torpedoes.



                                       Page 18



            Commanding a base to move to a new destination should be
            used with restraint due to the expenditure of energy (850
            units) needed to move a base each turn.  This will drain
            even the best of bases in a short time.

            When a base is given a different improvement priority, it
            will continue to work on this area until the base attains
            the maximum capacity/production.  When the maximum level is
            attained, the base will return to a priority for producing
            A/M torpedoes.  The base is smart enough to transfer up in
            priority automatically when it is at maximum for the current
            priority if the player has not commanded a priority.  For
            example, a base will produce A/M torpedoes until it is
            holding its maximum number (base's energy storage divided by
            1000), it will then work on energy storage improvement until
            it can generate another A/M torpedo.  At this time, it will
            produce a A/M torpedo and then continue work on energy
            storage, etc.


            COMPUTER (Function Key - F7)

            The computer function allows the player to control the
            important centers of his ship's functions, determine
            distances and angles, manufacture A/M torpedoes, recall the
            history of where the player's ship has been and what it has
            scanned, and look over the current specifications of his
            ship.  None of the computer functions take any time, so the
            player can exit the computer function and then perform some
            other function in that same turn (see Helpful Hints for more
            on this subject).

               Ship Status

            The ship status function allows the player to move people to
            the correct places in order to repair and maintain the
            ship's functions.  The player is expected to enter an area
            to change and then how many people he wants to work in that
            area.  All extra people are taken from/put into the extra
            category.  People in the extra category are considered off
            duty (they eat food but do not contribute to any area's
            maintenance).  Damaging energy which leaks through the
            shields will occasionally kill some of the people working on
            the damaged area.  Obviously, if an area takes a lot of
            damage, quite a few people are likely to die.

            The number in parentheses by each area is simply the number
            of people who started in that area at ship initialization.
            This number is to be considered to be a reasonable number to
            maintain the area.  The player should feel free to have more
            or less people in any area.  However, the more people there
            are in an area, the faster that the area will get repaired.
            Since there is no penalties for a large number of people in
            an area, it can be convenient to load up an important area

                                       Page 19



            with a lot of people so that when it gets damaged, there
            will still be a lot of people there to repair the area.

               Angle/Distance Calculation

            The angle and distance functions are convenience functions
            for the player.  Both functions expect the player to input
            the coordinates of the point which the player has an
            interest in.  The distance or angle to that point will then
            be calculated and shown to the player.

               A/M Torpedo Manufacture

            The A/M torpedo manufacture function allows the player to
            convert some of his energy into A/M torpedoes.  Each A/M
            torpedo costs the player 900 units of energy to make.  The
            function will calculate how many A/M torpedoes the player
            can make (it will automatically maintain at least 100 units
            of energy for the ship to continue operating).  The player
            is expected to enter the number of A/M torpedoes he wants to
            be manufactured.  The energy is then deducted from the ship
            and the A/M torpedoes are made instantly (cute trick, eh?).
            These A/M torpedoes can be launched in the same turn if the
            player wishes.

               Memory Display

            The memory display function will show the player all the
            bases, planets, black holes, and jump gates that the player
            has seen on short range scan.  All of these units will be
            displayed with a number of the unit (useful for bookkeeping
            purposes) and it's location coordinates (with the exception
            of moving bases, these show the destination coordinates in
            yellow).  Additionally, the alignment status of each planet
            is shown by displaying the coordinates in the same color in
            which the planet is displayed on short range.  The player is
            also informed what priority each base is currently working
            on.  Jump gates are displayed in pairs, meaning that each
            pair displayed are connected.

               Memory Map

            The memory map function allows the player to map all units
            in memory which are in range of a player specified point.
            The player is expected to enter the coordinates of said
            point.  All units which are indicated on the memory display,
            and stars, will be mapped about the point (assuming that the
            unit is on the area displayed).  Additionally, the galaxy is
            divided into sectors of 10 units by 10 units.  If the player
            has not yet seen the majority of the sector, then the area
            specified will be indicated by '?'s rather than '.'s.  This
            will allow the player to know what areas he has not yet
            explored.


                                       Page 20



               Ship Maximums

            The ship maximums function displays to the operator what the
            current ship maximum levels are.  The ship may not be
            currently operating at these levels due to damage, but these
            are the upper limits of which the player's ship is capable.
            The jump error is expressed in a percentage because the
            amount of error is a percentage of the distance traveled.


            QUIT (Function Key - F9)

            The quit command allows the player to quit the game.  The
            player can choose to just quit the game or the player can
            save the game to finish it later.  If the player wishes to
            save the game, the player must enter the name of the file
            which will be saved onto the default drive.  Both choices of
            the quit command will update the 'shipdata.dat' file with
            the player's ship information.


            PAUSE (Function Key - F10)

            This command will pause the game until the player presses
            the any other key.


            OTHER UNITS IN THE GALAXY


            SHIPS

               Kardtians, Ralgirians, and Allisians

            Kardtians, Ralgirians, and Allisians are the standard
            enemies of the player.  These ships greatly outnumber any
            other opponents in the game.  Kardtians are generally more
            numerous, but the weakest.  Ralgirians are the next most
            numerous and generally more powerful than Kardtians.
            Allisians are the least common and the most powerful of the
            three by far.

            When one of these ships is scanned by pinpoint scan, a ship
            class will be displayed to the operator.  This ship class is
            determined by the maximum energy that each ship has.  The
            order of the ship classes from smallest to largest is:
            Scout, Destroyer, Frigate, Cruiser, Battleship, and
            Dreadnought.

            Enemy ships use a portion of their energy to fire at the
            player.  Therefore, the smaller the ship (less maximum
            energy), the less damage it can do to the player.



                                       Page 21



            If the player does more damage than the ship currently has,
            it is disabled.  Over time, a disabled ship will continue to
            erode and it will eventually destroy itself.  Any further
            damage inflicted onto a disabled ship will complete the
            destruction.

               Starions

            Starions use a different strategy to attack the player.
            Starions will search the galaxy for either the player or a
            starbase.  When the player is found, the Starion will try to
            keep its distance and it will start launching its missiles.
            If the player is not initially found, then the Starion will
            try to find a starbase to move toward.  A Starion ship will
            wait near a starbase in the hope that the player will come
            to be ambushed.  Starion ships have cloaking, so the player
            may not see them as the player's ship approaches the
            starbase ambush.  Additionally, Starions inhibit the jump
            engines of the player's ship.

            Starions do not occur until game level 7 and the maximum
            number of Starions is equal to the game level - 6 (game
            level 8 has 2 Starions).

               Starion Missiles

            Starion ships are effectively missile launch platforms.
            Each Starion ship can launch upto 3 missiles per turn.

            A Starion missile does x units of damage.  Starion missiles
            are targetted for either the player's ship or toward a
            starbase to which the player is docked (25% chance per
            missile).  Starion missiles move 2 units per turn and they
            will avoid hitting any objects other than the targetted ship
            or starbase.  Starion missiles can move a total of 15 units
            and have 100 units of energy.

               Freighters

            There are 20 freighter which wander about the galaxy.  Each
            freighter moves from one planet to another, delivering
            people, energy and food.  A pinpoint scan of the freighter
            will reveal its contents and its destination (planet
            number).

               Jump Inhibitors

            Occasionally (in game levels 6 - 10), a freighter will drop
            off a Jump Inhibitor.  These devices will inhibit all jump
            engines within 10 units.  The inhibitors cannot move and
            will only last for a maximum of 15 turns.  Jump Inhibitors
            can be destroyed by either H-Beam weapons or A/M torpedoes
            and will destroy themselves when they are further than 10
            units from the player's ship.

                                       Page 22




            Planets

            Planets can both help and hurt the player's ship.  High
            energy friendly planets can save the player more often than
            bases (because planets also provide people to replace the
            unfortunates who have been killed).  On the other hand, a
            hostile high energy planet can do a LOT of damage.  The
            worst situation is jumping onto a hostile high energy planet
            -- this results in the loss of jump and the planet will fire
            on the player and undoubtedly destroy one shield and
            whatever is under that shield.

            Planets can develop as time goes by.  Planets can build up
            their energy storage capacity (to a maximum of 10,000
            units).  The pinpoint scan function will indicate storage
            capacity as 'tech level' and measure the level in thousands
            of units (the maximum would be tech level 10).  Energy
            production can be raised to a maximum which depends on the
            level of the game being played.  The maximum energy
            production is equal to 600 units per turn plus 50 units per
            turn per level of the game (7th level game allows a maximum
            of 950 units per turn).  Each planet also produces food and
            can store the food (allowing the player to restore his ship
            to full capacity of food storage).

            Beaming people onto neutral planets will result (eventually)
            in a change of the alignment of the planet.  As long as
            people remain on the planet, the planet has a chance of
            changing alignment.  Unfortunately, accidents and such will
            generally reduce the number of people on a neutral planet.

            When a hostile planet detects the player's ship, it will
            decide whether it wants to fire upon the player.  The chance
            of firing depends on the distance between the planet and the
            player; if the distance is great enough, the planet may not
            fire.  If the player is too close to the planet, then the
            planet will always fire.  The distance also determines
            whether the planet fires H-Beam weapons (subject to the same
            attenuation as the player's H-Beam weapons) or launches a
            planetary torpedo.  Planetary torpedoes always travel toward
            the player's ship.  However, if the torpedo impacts
            something in between the planet and the player's ship
            (including the planet itself if the player has moved), then
            the torpedo will do damage to the unit it has hit.

               Planetary Torpedoes

            Planetary torpedoes do 1000 units of energy damage to the
            victim unit.  This is sufficient to drop even the best
            shield the player's ship has.  Planetary torpedoes travel
            one unit per turn in game levels 1st through 3rd.  Planetary
            torpedoes travel two units per turn in game levels 4th
            through 10th.

                                       Page 23



               Home Worlds

            Kardtians, Ralgirians, and Allisians have home worlds where
            they are produced.  Kardtians have three home worlds.
            Ralgirians have two home worlds.  Allisians have one home
            world.  When the player is outside of the planets sensor
            range, and the home world has over half of its possible
            energy, then the planet will make another ship of its type.
            Each world will only make a ship if one of its type has been
            destroyed (the number of ships will never exceed the number
            listed when the game started).  Destroying the home worlds
            of a type of ship will prevent that kind of ship from being
            replaced when the player destroys them.  Home worlds do not
            exist in a first level game.


            Jump Gates

            Jump Gates come in pairs: a right hand and left hand.  When
            the player's ship moves horizontally into the open arms of a
            Jump Gate, the player's ship is transported so that the ship
            has moved out of the open arms of the matched Jump Gate
            pair.  Jump Gates only transport the player's ship.  This
            means that any torpedoes (either planetary or player's)
            which hit a Jump Gate will destroy both of the pair.  H-Beam
            weapons can also be used to destroy Jump Gates.


            HELPFUL HINTS

            Shield orientation can be very important.  Because each
            shield covers one to three subsystems, changing shield
            orientation can spread the damage taken to less needed
            subsystems.  For instance, shields 4 and 6 cover jump
            engines.  If the player relies on the jump engines to escape
            danger, then the player should orient his shields so that
            shields 4 and 6 take few hits.  Additionally, when the
            player is low on energy, the player can take energy from
            'safe' shields and put the energy into the shields which are
            facing more of the hostile units.  If the player does this,
            however, impulse commands must be carefully thought out to
            prevent exposing a weak shield to the enemy.

            Energy management is useful because of the ways in which the
            energy is transferred about the ship.  If the player's ship
            is at maximum energy, any excess which is made this turn is
            transferred (by the people working on shields) to the
            damaged shields.  If there are less than 15 people working
            on shields, then some of the energy will be lost in the
            transfer.  The amount lost will depend on the number of
            people in the shields department (0 people results in all
            excess energy being lost).  If any energy is left over after
            the shields are brought back to full, this energy is saved
            for A/M torpedo production.  Unfortunately, the storage

                                       Page 24



            batteries for A/M torpedo production can only hold enough to
            make one A/M torpedo (which is made when the A/M torpedo
            storage is below maximum).

            Some commands can be performed in the same turn.  This can
            be useful in a lot of situations.  For instance, all
            computer functions take no time.  Therefore, a player can
            command computer, rearrange people, make A/M torpedoes, exit
            computer and then fire the A/M torpedoes he made or beam
            people up or down, etc.  All of this can be performed in the
            same turn.  Additionally, all commands can be exited (prior
            to completion) and another command can be executed in that
            turn.  This prevents the player from losing a turn because
            he hit the wrong function key or because he entered the next
            command before he realized the current situation.
            Additionally, if communications is commanded and no
            starbases are in range, the player can enter another command
            (since no player is this fast, it is recommended that the
            player enter the second command immediately after the
            communications command function key).  The player should
            note that any error message will flush the input buffer to
            prevent the ship from taking spurious impulse (or other)
            commands.  The input buffer is also flushed after the
            impulse programming command is completed to prevent the same
            problem.

            The player's ship is superior to the enemies' ships in many
            ways.  One of the qualities that make it superior is the
            ability to both move and fire in the same turn.  The player
            can accomplish this by entering an impulse program or
            commanding a continuous impulse.  The player can then fire
            (or do any other command) while moving.  There are many ways
            to take advantage of this ability (and lack of such in the
            enemy).  For instance, if the player is in a crowd of enemy,
            the player can setup his movement to impulse away from the
            crowd.  This will allow the player to escape the crowd
            because each enemy ship will occasionally stop to shoot at
            the player.  This results in the enemy falling farther and
            farther behind (thereby limiting how much damage they can do
            to the player's ship).  While the enemy are falling behind,
            the player can disable the front rank of the crowd, further
            hindering the crowd's chase of the player.


            GAME LEVEL IMPROVEMENT CHART

                 Level     Additions

                 1    Maximum Kardtians = 40, Maximum Ralgirians = 15,
                      Max Allisians = 9. Maximum Planets = 12

                 2    Maximum Kardtians = 60, Maximum Ralgirians = 25,
                      Max Allisians = 12, Maximum Planets = 17, Maximum
                      Jump Gates = 8 Created

                                       Page 25



                 3    Maximum Kardtians = 80, Maximum Ralgirians = 35,
                      Max Allisians = 15. Maximum Planets = 22, Max Jump
                      Gates = 8, Home worlds created

                 4    Maximum Kardtians = 100, Maximum Ralgirians = 45,
                      Max Allisians = 18, Maximum Planets = 27, Max Jump
                      Gates = 8, Home worlds, Planetary torpedoes double
                      speed (2 units/turn)

                 5    Maximum Kardtians = 100, Maximum Ralgirians = 55,
                      Max Allisians = 21, Maximum Planets = 32, Max Jump
                      Gates = 8, Home worlds, Planetary torpedoes speed
                      = 2/turn

                 6    Maximum Kardtians = 100, Maximum Ralgirians = 65,
                      Max Allisians = 24, Maximum Planets = 37, Max Jump
                      Gates = 8, Home worlds, Planetary torpedoes speed
                      = 2/turn, Jump Inhibitors Created

                 7    Maximum Kardtians = 100, Maximum Ralgirians = 65,
                      Max Allisians = 27, Maximum Planets = 42, Max Jump
                      Gates = 8, Home worlds, Planetary torpedoes speed
                      = 2/turn, Jump Inhibitors, Number of Starions = 1
                      Created

                 8    Maximum Kardtians = 100, Maximum Ralgirians = 65,
                      Max Allisians = 30, Maximum Planets = 47, Max Jump
                      Gates = 8, Home worlds, Planetary torpedoes speed
                      = 2/turn, Jump Inhibitors, Number of Starions = 2,
                      Planets progress in tech/prod levels

                 9    Maximum Kardtians = 100, Maximum Ralgirians = 65,
                      Max Allisians = 30, Maximum Planets = 52, Max Jump
                      Gates = 8, Home worlds, Planetary torpedoes speed
                      = 2/turn, Jump Inhibitors, Number of Starions = 3,
                      Planets progress in tech/prod levels

                 10   Maximum Kardtians = 100, Maximum Ralgirians = 65,
                      Max Allisians = 30, Maximum Planets = 57, Max Jump
                      Gates = 8, Home worlds, Planetary torpedoes speed
                      = 2/turn, Jump Inhibitors, Number of Starions = 4,
                      Planets progress in tech/prod levels













                                       Page 26
